Super Reflexes for Tanks


Aett_Thorn

 

Posted

Just a thought for some minor buffs to super reflexes that might make the set more viable for tanks, but would also benefit other ATs.

Evasion, the AoE defence toggle could be given a damage debuff aura - it has already had a taunt aura added for brutes, but this could be extended to scrappers and tanks and given the damage debuff effect, ~14% the same as Ice Armor's Chilling Embrace. This could be explained as being able to better roll with attacks made at close range, reducing their effectiveness.

Another possibility is Practiced Brawler, the click mez protection, could have a +HP effect added - no heal, just raising the maximum HP, by 10% perhaps? This would add being able to slot heal enhancements and sets to increase the bonus and encourage further slotting for recharge to benefit from stacking the effect.

This would add a couple of extra tricks to the currently rather one-dimensional set and give it a more meaningful taunt aura.

Thoughts?


@Hakeswell
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Posted

If Tanks ever get it, it will likely be a carbon copy of the Brute set, complete with the Taunt aura in it.

However, the main problem is that it might be too good for Tankers at doing what it does. Current Brute values put SR at about 19.5% Defense to the positions. Slotted, that's about 30% Defense.

Now, if we bring that over to Tankers, given that Brutes and Scrappers get 75% of the value a Tanker would get, that would bring it up to about 26% Def base value, going up to 40.57% Defense with just SOs and no additional powers. Add combat jumping (2.5% Def base, going up to 3.9% slotted), and you're within 0.5% of the soft cap, by level 22 when you can get SOs.


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Posted

Quote:
Originally Posted by Aett_Thorn View Post
If Tanks ever get it, it will likely be a carbon copy of the Brute set, complete with the Taunt aura in it.

However, the main problem is that it might be too good for Tankers at doing what it does. Current Brute values put SR at about 19.5% Defense to the positions. Slotted, that's about 30% Defense.

Now, if we bring that over to Tankers, given that Brutes and Scrappers get 75% of the value a Tanker would get, that would bring it up to about 26% Def base value, going up to 40.57% Defense with just SOs and no additional powers. Add combat jumping (2.5% Def base, going up to 3.9% slotted), and you're within 0.5% of the soft cap, by level 22 when you can get SOs.
I guess I don't see soft-capping as that much of a problem, plenty of builds can already achieve it, albeit with more investment. But where that doesn't protect you SR has nothing to fall back on - pure psi attacks, high to-hit buffs such as stacked vengeance from Nemesis, anything auto-hit..


@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell

Arc: 70119 Hellion Initiation

 

Posted

Quote:
Originally Posted by Expeditor View Post
I guess I don't see soft-capping as that much of a problem, plenty of builds can already achieve it, albeit with more investment. But where that doesn't protect you SR has nothing to fall back on - pure psi attacks, high to-hit buffs such as stacked vengeance from Nemesis, anything auto-hit..
Very few attacks don't have a positional type to them, especially ones that the Mobs throw at you. SR does have the scaling resistance, though, which does help to protect you, and some very high Def Debuff protection, so at 40% native Defense, not much is ever going to hit you.

Few Tanker sets give you that much native protection (basically 80% mitigation from 95+% of attacks). Only Granite Armor comes close, and that has penalties attached to it.


Sure, other sets can get to the soft cap, but it takes an investment in influence and time. SR on Tanks could do it by level 22, with just one power pool pick. Very few other builds out there can boast that.


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"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

I'd rather have Energy Aura on a tank.


@Rylas

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Posted

Quote:
Originally Posted by Expeditor View Post
Evasion, the AoE defence toggle could be given a damage debuff aura - it has already had a taunt aura added for brutes, but this could be extended to scrappers and tanks and given the damage debuff effect, ~14% the same as Ice Armor's Chilling Embrace. This could be explained as being able to better roll with attacks made at close range, reducing their effectiveness.
If Evasion came with a damage debuff aura, then it would shut down the toggle once you're mezzed. This would be a huge hindrance in PvP.


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
However, the main problem is that it might be too good for Tankers at doing what it does.
The issue being is that there is no tank set that relies entirely upon defense.

Ice Armour is called a defense based set and it has a heal, +max hp, -recharge, -damage, and an intangibility power. So if Ice hits the soft cap, it's stronger than Super Reflexes.

Shields is a defense based set. It has +max hp, +resist, -damage, a PBAoE knock-down, and One with the shield. When Shields hits the soft cap, it's stronger than Super Reflexes.

Super Reflexes does one thing and it does it very well, but that's not sufficient for Tanks. If I were porting it to tanks, I'd replace Elude with Unstoppable, just to have some form of damage mitigation that wasn't more defense.

I don't know what I'd do beyond that.


 

Posted

Hmmm... my own proposals could be, using something of the Swap ammo power selection tech, we could make it so that grabbing evasion becomes like getting two powers at once. you get the defense toggle and a taunt aura that costs no additional endurance, this might even be applicable for brutes.

Now as for the problems with this: SR, as people have mentioned, is a one-trick pony. It's a VERY good trick, but that's not enough tricks for a tank.
Scaling resists tend to do barely anything for even brutes, let alone scrappers and stalkers.
My own solution to that would be to give the passives an additional, base-line resistance bonus. Perhaps a small resistance boost and all three stacking to something... appreciable (possibly totaling no more than 15%), or have each one give specific resistances. Given that we can see the defense values on an SR tank would be sizable with the toggles alone, we could even possibly sacrifice the defense and/or scaling resists values of the passives.
But Arcanaville has pointed out that we need to ask if SR really DESERVES this treatment? My SR scrapper can work wonders, both solo and on a team. Just NEVER as him to tank because he will lose aggro and you WILL faceplant. (but on the bonus side, I have vengeance. so you help me, even in defeat)
Then there's the fact that these additions may make shield defense obsolete and SR tanks too powerful. Take into consideration that a tank has about 25% more HP than a brute (if I recall), and while the passive, scaling resists for SR are unaffected by AT mods, with all three, you can end up with +40% resistances to all but toxic and psionic, on top of any possible added defense.

As one person put it: Regen and SR are, perhaps, the most difficult armor sets to proliferate because it took so long to get them balanced for its original AT.


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Originally Posted by Samuel_Tow View Post
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Posted

/SIGNED

Just take Brute SR and port it to Tanks. The uberness of easy softcap would be offset by the few shortcomings the set has. Personally, I call that balanced.

Sure, sets like Shield and Ice have Defense along with other tools for survival, but since they don't get to keep their Defense, they need those tools. SR has no such problem. It keeps its defense, thus no extra tools necessary. SR is the Golden Fox of powersets, after all. Stripped down, sleek, and highly effective.

You know, that's the only thing that's keeping Energy Aura on the low-end of survivability: it depends on its Defense every bit as much as SR does but it lacks the Defense Debuff protection it needs to keep it so it gets squashed in situations where SR wouldn't. Of course, its 100% vulnerability to Psi doesn't help much, either. SR at least gets to mitigate 99% of the Psi attacks in the game because they're positional.

P.S. Don't underestimate the value of the scaling Resists. On a Scrapper they're very helpful, on a Brute they're incredible and on a Tanker they'd be amazing (but not unbalancingly so).


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Posted

Quote:
Originally Posted by Daemodand View Post
The uberness of easy softcap would be offset by the few shortcomings the set has.
Quote:
Originally Posted by Arcanaville
All I know is I've seen every version of the high defense build, from perma-elude to invention based soft-capping and everything in between. Soft-capping is great relative to the strength of conventional SO builds, and its night and day for squishies. But on its own its actually not all that fantastic without additional support when it comes to high performance melee. Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.
From what I understand, you can hit 95% defense debuff resist on a Shield Tanker too. And cap smashing/lethal resistance.


 

Posted

SR would be a horrible set for tanks.

You'd be able to dodge most things coming at you, but what you can't dodge will flatten you in seconds. Can you honestly say you'd want an SR tank to be tanking for you in a DE mission? Or Nemesis? Or the Apex TF?

SR is a good set, but when your teammates are depending on you to remain alive in order to keep them alive, it has too many weaknesses. No heal power, you only start getting any resistance when you're almost dead, and 2-3 lucky shots in a row will ruin your day.

The best tank sets are the ones that layer mitigation, and SR really can't layer anything substantial, because it only has defense as a base to build off of. Resist based sets can add defense with relative ease, defense based sets can't really add resistance, and if you want a self heal you need to pair it with DM or take Aid Self, which has a long animation time and is interruptable.

SR is too much of a one trick pony to ever make a good tanker set. The closest comparable set would be Shield Defense, and it has more than just defense going for it. It has +HP, some resistance built in, a damage debuff aura, and significant offensive boosts. SR has none of those.


Quote:
Originally Posted by Dechs Kaison
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Posted

Quote:
Originally Posted by MajorDecoy View Post
Super Reflexes does one thing and it does it very well, but that's not sufficient for Tanks. If I were porting it to tanks, I'd replace Elude with Unstoppable, just to have some form of damage mitigation that wasn't more defense.
If I was tasked with porting SR to Tankers, I would start with the Brute version, add +Health and toxic resists to Practiced Brawler, and increase the scaling resistances from their current 20% max per passive to the original 25% max per passive from CoV beta.

*However* I would also rebalance the SR defenses so that they did not just scale upward with archetype. Toggles would increase from 13.875% to 15%. Passives would increase to 7.5%. Fully slotted Tanker SR goes up from 30.42% (scrapper) to 35.1%.

SR for Tankers:

Defensive toggles: 15% to melee, ranged, AoE
Defensive passives: 7.5% to melee, ranged, AoE, plus scaling resists zero to 25% all but toxic and psi per passive
Practiced Brawler: Mez protection; +10% MaxHealth 120s dur, enhanceable; 15% resistance to toxic, enhanceable.

Something like that would be a good starting point, tweakable in beta testing. Not saying I would necessarily recommend this, just that this is what I would do if I was tasked with doing it.


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Posted

Does that +10% stack from the same caster?


 

Posted

Quote:
Originally Posted by Arcanaville View Post
If I was tasked with porting SR to Tankers, I would start with the Brute version, add +Health and toxic resists to Practiced Brawler, and increase the scaling resistances from their current 20% max per passive to the original 25% max per passive from CoV beta.

*However* I would also rebalance the SR defenses so that they did not just scale upward with archetype. Toggles would increase from 13.875% to 15%. Passives would increase to 7.5%. Fully slotted Tanker SR goes up from 30.42% (scrapper) to 35.1%.

SR for Tankers:

Defensive toggles: 15% to melee, ranged, AoE
Defensive passives: 7.5% to melee, ranged, AoE, plus scaling resists zero to 25% all but toxic and psi per passive
Practiced Brawler: Mez protection; +10% MaxHealth 120s dur, enhanceable; 15% resistance to toxic, enhanceable.

Something like that would be a good starting point, tweakable in beta testing. Not saying I would necessarily recommend this, just that this is what I would do if I was tasked with doing it.
Wait, you're suggesting these changes could be applied to SCRAPPERS, STALKERS, AND BRUTES AS WELL?!

I love you Aracanaville and so does my DB/SR brute and my kat/SR scrapper.


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Originally Posted by Samuel_Tow View Post
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Posted

Quote:
Originally Posted by MajorDecoy View Post
Does that +10% stack from the same caster?
That is what I was thinking.


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Posted

Quote:
Originally Posted by AzureSkyCiel View Post
Wait, you're suggesting these changes could be applied to SCRAPPERS, STALKERS, AND BRUTES AS WELL?!
Of all those changes, the one that I think could most be backported reasonably to non-tankers is the practiced brawler ones. The defense and scaling resist changes are specifically intended to meet the intent of archetype scaling and thus explicitly intended for tankers. Normal archetype scaling doesn't work real well for SR: the passive resists wouldn't get any stronger due to their implementation, which is wrong, and SR defenses would go up to 40% defense on tankers, which is probably way too high. They'd be basically perma-eluded to everything by the twenties with slotted combat jump.

Keep in mind Black Scorpion runs the show now, and he'd have something to say about all of this. And I'm guessing its something like "oh hell no."


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
SR would be a horrible set for tanks.

You'd be able to dodge most things coming at you, but what you can't dodge will flatten you in seconds. Can you honestly say you'd want an SR tank to be tanking for you in a DE mission? Or Nemesis? Or the Apex TF?

SR is a good set, but when your teammates are depending on you to remain alive in order to keep them alive, it has too many weaknesses. No heal power, you only start getting any resistance when you're almost dead, and 2-3 lucky shots in a row will ruin your day.

The best tank sets are the ones that layer mitigation, and SR really can't layer anything substantial, because it only has defense as a base to build off of. Resist based sets can add defense with relative ease, defense based sets can't really add resistance, and if you want a self heal you need to pair it with DM or take Aid Self, which has a long animation time and is interruptable.

SR is too much of a one trick pony to ever make a good tanker set. The closest comparable set would be Shield Defense, and it has more than just defense going for it. It has +HP, some resistance built in, a damage debuff aura, and significant offensive boosts. SR has none of those.
This is where I keep balking on the idea. SR just seems too all or nothing for a tanker to tank effectively. Scrappers and Brutes are able to leverage their higher damage output when it comes to SR survivability. Maybe add a damage component to the taunt aura for Evasion. Basically, through superior reflexes and battle awareness the tanker can cause his enemies to miss him and hit one another instead. Just a thought.


^


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Posted

Quote:
Originally Posted by Arcanaville View Post
That is what I was thinking.
So +recharge would actually help with super reflexes' survivability. Seems like a good idea. Beyond that, it might actually give SR a power worth six slotting.


 

Posted

Quote:
Originally Posted by MajorDecoy View Post
So +recharge would actually help with super reflexes' survivability. Seems like a good idea. Beyond that, it might actually give SR a power worth six slotting.
Both of these reasons are explicitly things I was thinking about when I formulated the PB change. And its a variant of a change I first suggested for scrappers back in I5 (to compensate for GDN), reiterated in I6 (to compensate for ED), again in I7 (when defense was normalized against critter accuracy), and especially in I9 (with the introduction of the invention system).


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Posted

Quote:
Originally Posted by MajorDecoy View Post
So +recharge would actually help with super reflexes' survivability. Seems like a good idea. Beyond that, it might actually give SR a power worth six slotting.
It would make me stop hating the fact that PB is a click power, too.


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