Don't use caltrops...?!?!
(Cliffs Notes version: Caltrops are great. Just use your powers intelligently. Don't be anti-productive when using your powers.)
Maybe it's just me, because I herd (it's easier to control aggro if you get it first and keep it than it is to stand there taunting everything that's out of range of your aura, hoping nobody dies while you wait for Taunt to recharge...) ALOT. I mean ALOT. Since I have five powers that depend on enemies being in a clump around me to be useful (Specifically, Against all Odds, Soul Drain, Dark Consumption, Salt Crystals, and one other that escapes me at the moment. You could also count Shield Charge, to an extent), I find it incredibly annoying when said enemies start scattering away from me, and I have to continually taunt them off of the squishies. If they die before they start killing the squishies, great. That's wonderful. Caltrops are great. Seriously. I'm honestly not being sarcastic here. If your Caltrops are helping keep aggro off of the squishies until the mob is dead, go for it.
That said, what I find even more annoying are controllers that are Immobilize-happy. If your tank is clearly herding a mob (or mobs, depending on size), and doing quite well at it, PLEASE, FOR THE LOVE OF ALL THINGS HOLY, wait to Immobilize half the spawn until they are around the tank. Don't get me wrong, I love Controllers. Really, I do. Immobilizes keep enemies clumped around me until they die. Holds are even better. However, Immobilizing half a room's worth of enemies wherever they happen to be standing, which happens to be out of the range of your only tank is NOT being useful. It's hurting the team as a whole. Same goes for Location AoE slows, like Quicksand. Putting one down on the other side of the corner from the tank, before the mob, dropping the enemies to a dead stop out of reach of the tank is being anti-productive. Be smart when using your powers.
All that said, if mobs start scattering off of me and attacking squishies, I *may* politely (yes, politely, and generally only once) ask you to either place your Caltrops elsewhere, or wait until I have more aggro built up. If you don't, fine. I won't complain, I'm likely not the one dying. (Unless, by some freak chance the only person with a heal on the team is a Kin, and your Caltrops are repeatedly pushing the Kin's target for the heal away from the team, THEN I would complain...) It's a game, I'll get over it.
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. |
Your best use doesn't always work, seeing melee AT's can get caltrops and one set they are considered part of their defense, and not a pool power. Now I do agree the best place for them is between the mob and where you do not want them to go, but then again if you are steam rolling placing them in the middle is only a problem for a couple of enemy types.
Caltrops also never become obsolete, I don't care that my stalker has over 50 defense, more protection is more protection. Those couple of attacks that never get used could of been the 2 that just happened to get through and killed me. Layered defenses are always a good thing in my book, then again I have been on a team where every one had FFG and we could snipe in a burn patch.
Dirges
Reminds me of a team I was on where the tank expected everyone to wait for them to "gather", or whatever, and did this for EVERY FREAKING GROUP (they had binds they used to tell us where to wait). As if that wasn't boring and annoying enough, the guy was constantly admonishing us for anything he felt was a derivation from "correct" playstyle. After he asked me to stop using nem staff, I politely removed myself from the team...
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1 star - Stay away from him. If you have a gun, shot him in the head. If you find his family, shot then in the head. The world will thank you for this. The human race will thank you for stopping that gene pool.
2 stars - Not a bad person/player. Not a good one too. Something on him/her annoys me (and in the note I explain what).
3 stars - Played with him/her once. No special behavior noted.
4 stars - I like this guy/girl. Good player, good manners.
5 stars - I love/worship this guy/girl. Very good player, a good and loyal friend, very good chance of having a fun run.
Most of people is 3-4 stars. I have a lot 5 stars too. The 2 stars are rare. There is only one 1 star. And it was a tanker that acted exactly like what you described.
We stopped a Manticore TF because of him. The whole team quit. We formed a new team in seconds. Without him.
He was so obsessed in controlling that he actually went running before going into the room, and saying:
Now Troller X will stay here (run to the place)
Now Troller Y will stay here (run to the place)
Now Troller Z will stay here (run to the place)
Now Blaster will stay here (run to the place).
Now Defender X will stay here (run to the place).
And so he was going, before each mob. And always saying "You should do what the tank tells, for the tank leads, and I AM THE TANK".
It makes me feel like crying just remembering it...
** Guardian�s Crazy Catgirl **
************* 22 XxX 10 *************
Yes. I can get lost on a straight-line map.
I use the note rating system a lot. I follow this pattern:
1 star - Stay away from him. If you have a gun, shot him in the head. If you find his family, shot then in the head. The world will thank you for this. The human race will thank you for stopping that gene pool. 2 stars - Not a bad person/player. Not a good one too. Something on him/her annoys me (and in the note I explain what). 3 stars - Played with him/her once. No special behavior noted. 4 stars - I like this guy/girl. Good player, good manners. 5 stars - I love/worship this guy/girl. Very good player, a good and loyal friend, very good chance of having a fun run. Most of people is 3-4 stars. I have a lot 5 stars too. The 2 stars are rare. There is only one 1 star. And it was a tanker that acted exactly like what you described. We stopped a Manticore TF because of him. The whole team quit. We formed a new team in seconds. Without him. He was so obsessed in controlling that he actually went running before going into the room, and saying: Now Troller X will stay here (run to the place) Now Troller Y will stay here (run to the place) Now Troller Z will stay here (run to the place) Now Blaster will stay here (run to the place). Now Defender X will stay here (run to the place). And so he was going, before each mob. And always saying "You should do what the tank tells, for the tank leads, and I AM THE TANK". It makes me feel like crying just remembering it... |
The guy I'm thinking of was convinced he was the greatest thing ever and don't tell him about powers, he knows it all. As I recall he was around 40 at the time and had 3 powers from his primary... his mez shield wasn't among them... and most of his secondary along with the entire leadership pool. I don't remember much else about him, it's funny the way the mind blocks out bad memories.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Sometimes, herding is useful, like if there's a big, open room with multiple spawns. Or even just to help a team find their groove. A lot of times, everyone is eager to help, but they can screw up and die. It happens. My controllers do end up on the floor every now and then, especially against some of these new mobs that are just ridiculous.
It is generally safer to herd, because the players are on their "own turf" when the mobs arrive, instead of flying / running around in the room trying to figure out what to do. When the mobs just start running players all over the map, that's what creates lolwipes. And that's why I've developed a "stand and fight" playstyle, even on squishy characters.
So, when I said before that herding was silly, I just meant when it's not really necessary, like for every little cluster of 4 or 5, when there's nothing else close by. Actually, caltrops *could* be used to make mobs clump together more, by a skilled player, who can stay calm under fire, and that would benefit a lot of different players' abilities, like RttC, AAO, Conductive Aura, etc.
That's really making me think about having teams be ready to "wall" the mobs if they're scattered out too much. Whoever has freezing rain, caltrops, rain of fire, etc, throw them out *behind* the mobs, and everybody just stay near each other in the middle. Sure would be good if there was a power in the game called "Ring of Death" or something, that has a big radius, and sort of pushes mobs into the center.
But, everybody gets nervous sometimes and makes mistakes, pushes the wrong button at the wrong time, gets too much agg before the tanker does, etc. Heck, I did a mish yesterday with, I mean, Wall To Wall Carnies... my hands were shakin' lol.
Maybe I have a different definition of "herding"... My version of herding is running at +4, gathering everything in sight that I can (usually going above the aggro cap) into one spot so the Corruptors/Defenders/Blasters can obliterate everything at once with AoE's, and moving on to the next mob. AoE's are awesome. Herding everything in sight into the same spot so you can hit more with each AoE makes AoE's more awesome. Fulcrum Shift on every mob is just icing.
All in all, I would say that the vast majority of your team is going to be more effective (and hence, faster) if the enemies are clumped into a tighter group. Does it take the tank five seconds to herd everything into a group? Sure. Are your Corruptors/Defenders/Blasters (and even Controllers and Dominators) going to be more effective because of it? Of course.
Tanks are obsolete.
*incite rage*
Reminds me of a team I was on where the tank expected everyone to wait for them to "gather", or whatever, and did this for EVERY FREAKING GROUP (they had binds they used to tell us where to wait). As if that wasn't boring and annoying enough, the guy was constantly admonishing us for anything he felt was a derivation from "correct" playstyle. After he asked me to stop using nem staff, I politely removed myself from the team...
Sounds like you may have run into something similar |
It was 'bad' to immob the mobs around the tank. I was told I wasnt helping, and wasnt doing any damage. (posi tf) like they know how my chain fence is slotted.
Now see, that's the team that needed to invite my elec/ta troller. I'm always astonished that I don't *instantly* get a team invite as soon as I log that toon on.
And, no, on a team, I wouldn't bother with any scattering or KB unless all hell breaks loose. He should be glad I wasn't there with my mind/storm rofl. He would do his silly "herding", get 'em all bunched up around the corner, then... $h!% flying everywhere. hehehe.
But no, seriously, it is possible to "hall sweep" with hurricane, and the mobs really can't do anything once they're blowing around in the corner. Some teams don't like it though, and some teams don't even like hurricane to act as a "squishy shield" in the back, even though it makes wipes almost unheard of, as long as all the ranged folks stay back in it.
It's a shame when my MM henchmen know how to play better than a good deal of players. And also, they aren't whiny little be-hotches.
Sounds like he didn't have taunt. Heh, I bet he didn't have air supe either. Yeah, next time maybe the leader will decide to support the local Controller community a little bit. A soloing troller is a terrible thing to waste. And TA is NOT weak in the right hands. Sorry, but I had to say that.