I can't be the only one who hates having a Taunt aura.
I consider it a plus to the set if it has a taunt aura, not a drawback.
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
the way i would see it is if your the only melee on the team and have a ton of buffs and whatnot
scrappers can get pretty high hp, the only thing they lack compared to brutes and tanks is their resist cap, which is only 75 instead of 90% |
The way I see it, and have experienced it, the taunt aura more often is something that makes you MORE likely to die, which is the polar opposite of what a defense power should do. It's like back when Unyielding had a defense debuff.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
I'd want all of my Scrappers to have a taunt aura.
Why? I build my Scrappers to survive and I'm ready to use insps if needed (especially when leveling up), and a taunt aura would help all of my teammates who chose another build focus. It would also remove something I find very frustrating at times: runners.
Having a taunt aura is one of the reasons my two favourite Scrappers are Kat/Inv and Elec/SD.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
This is something that seriously annoys me on a Scrapper. I don't have Tanker or even Brute HP or defense numbers. I'm not meant to bear the brunt of an entire spawn. Yet if I use some of my strongest powers, I risk stealing aggro from a Tanker and getting splattered.
I really wish none of the various aura powers for Scrappers had Taunt in them. When I see that Shield Defense or Invulnerability has one of them, I consider that a serious drawback to taking the set. |
The Damage auras that some scrappers get (Fire, Electricity, Dark) don't have taunt components.
Invincibility, Rise to the Challenge, and Against All Odds are all pretty worthless without the taunt component keeping the mobs around you, buffing you (and sometimes being debuffed as well).
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
Scrappers that have Taunt auras have them in order to make their powers work.
The Damage auras that some scrappers get (Fire, Electricity, Dark) don't have taunt components. Invincibility, Rise to the Challenge, and Against All Odds are all pretty worthless without the taunt component keeping the mobs around you, buffing you (and sometimes being debuffed as well). |
Everytime I play my /Fire or /DA or /Elec scrappers I curse and curse at the runners. I really wish all scrapper secondaries would get a taunt aura.
@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
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the way i would see it is if your the only melee on the team and have a ton of buffs and whatnot
scrappers can get pretty high hp, the only thing they lack compared to brutes and tanks is their resist cap, which is only 75 instead of 90% |
But yes, I'm sure that scrapper damage mitigation is equal to the task of any team not attempting multiple arch-villains.
I am, however, bothered that Tanker Rise to the Challenge and Scrapper Rise to the Challenge are both 300% taunt when Tanker Invincibility is 400% and Scrapper is 300%. I think Scrapper Rise to the Challege should be 225% taunt.
Why are all of the mobs attacking one scrapper? How is this realistic, in the slightest? I've never been in any situation, at any level, where an AT couldn't handle at least some aggro, and by definition, your example means 2 players aren't capable of handling any aggro.
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the mobs are attacking the one scrapper because he has a taunt aura...
...right?
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
But what about the more realistic situation, like if you're in the twenties and it's just you, a Blaster, and a Scrapper without a taunt aura? That's three players worth of mobs attacking you when you don't have the defenses to handle two.
The way I see it, and have experienced it, the taunt aura more often is something that makes you MORE likely to die, which is the polar opposite of what a defense power should do. It's like back when Unyielding had a defense debuff. |
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...reading comprehension...
the mobs are attacking the one scrapper because he has a taunt aura... ...right? |
EDIT: Let me clarify:
The doomsday situation given above suggests the Scrapper has little choice but to absorb all of the aggro from the spawn. He may be able to initially grab aggro, and keep it to a certain degree, but the mobs aren't going to run away from a blaster throwing AOEs at him and kill the Scrapper simply because he has a relatively weak taunt aura on, because the Blaster is generating threat and the taunt auras aren't much bigger than melee range. It's not an instant death sentence in this situation, his mates don't need him to hold all of the aggro, and the two mates are going to have their share of the aggro in nearly any situation simply because they are generating a large amount of threat with their attacks, and the aura is so small.
It's ironic that the tankers will complain that a taunt aura like WP is too small and ineffective, yet this Scrapper complaint is that the taunt aura is a death sentence. It's simply not a realistic example unless you play with mates that like to go AFK and laugh at you.
I don't know what to say. I mean, I absolutely love it on my Shield Defense and Invulnerability characters. Both sets can gain tremendous strength by keeping a bunch of enemies near them, Shield Defense offensively and Invulnerability defensively.
While I love the journey to level 50, it doesn't last forever. It's in the end-game that I ask if it is of use to me or not. With the taunt auras I've tanked AVs for my teams, keeping the damage away from them. Preventing enemies from running is another thing I enjoy about the taunt auras, whether it be 1 enemy or 10. It's valuable to me for many reasons.
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I am, however, bothered that Tanker Rise to the Challenge and Scrapper Rise to the Challenge are both 300% taunt when Tanker Invincibility is 400% and Scrapper is 300%. I think Scrapper Rise to the Challege should be 225% taunt.
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Personally i love taunt auras on scrappers. It might be a bit iffy when you take aggro away from the tank when leveling (happens to me all the time with AAO) but once you're fully slotted it is incredibly useful to be able to hold aggro of a whole group when there is no tank around. Since there are secondaries with (only 3 afaik, and WP is weak, so more like 2.5) and without taunt aura, everyone should be able to choose what he likes best.
But yes, I'm sure that scrapper damage mitigation is equal to the task of any team not attempting multiple arch-villains.
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I am occasionally annoyed when a tanker steals my aggro, more so when a taunt aura scrapper steals it.
First you hate hurdle, then you hate taunt auras. Are you sure you're not bizarro me?
I only get to play three scrapper secondaries (and frankly, actually just two because RttC doesn't do the job I want it to do), as lacking a taunt aura is too much of a burden for both me and my team (always jumping in first, if I play a scrapper that can't taunt stuff tends to scatter). I'm gravitating more and more towards brutes and tankers, even though I wish I could play scrappers instead. Lacking a taunt aura not only decreases damage, it also lowers survivability - they're not all tightly grouped for AoE status effects, and as they die slower one has to survive their damage for a longer period of time.
It's simple, really. At low or high levels, the formula is the same : hold most of the aggro => keep teammates alive => teammates help your survivability with damage, status effects or buffs/debuffs/heals.
I will occasionally pick up a lowbie or 2 when running +3x3 tip missions on Shred (50 DB/SR) in AP or Steel Canyon. I figure I might as well give some lowbie some free xp while demonstrating what a fully built toon can do. The lowbie scrappers who have taunt auras almost always end up quitting because they just die over and over. There's really nothing I can do to help them. But, at least they can turn off thier taunt aura if they want. The tanks who can't even use an attack are really the ones I pity the most.
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I think AAO could stand to be toned down a bit. It can pull aggro off a lot of tanks and that's not neccessarily a good thing.
Other than that, I loves my taunt auras precious, yes I does. I'm playing a melee AT, so logically I'd want to keep everything in melee, no? I'm also playing an AT that obviously terrifies the crap out of everything, seeing how much my Scrappers without a taunt aura have to deal with runners. I only wish /SR had one. Oh, and Dark Armor, which could use one even more seeing as it has all those PbAoE mitigation powers.
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Darkfire Avenger DM/SD/Body Scrapper
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I find scrappers with taunt auras thematically fitting. AAO, RttC, Invic are some of the strongest powers in the secondaries of scrappers and should have repercussions - not to mention it fuels their mechanic. The taunt on AAO, is indeed, especially strong. I find this also fitting. There should be risk when damage is buffed that high outright. It's a lot like expecting not to draw argo when you're spamming AOE's as a blaster - Don't start nuttin' and there wont be nuttin'. Taunt can easily overwhelm them with an application or two. When I tank, I put taunt in the attack chain and have never had a problem. Of the two sets I can think of (regen and SR that dont have taunt auras AND no damage auras), I find that fitting, too. /SR seems to be rather sly/slinky the silent killer of the bunch - aura not to thematic. /Regen = independent burst healing (survival not requiring outside help) again not too thematic. Whether or not you agree is argumentative, I guess I've adjusted my expectations to make sense of what the devs have done.
Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server
Going to be some repeats here of what others have said, but:
Scrappers only get taunt aruas on sets that require stuff to be glued to you for their set-defining powers to work best - Against All Odds, Invincibility, Rise to the Challenge. If you aren't surrounded, those powers aren't working "properly". If you want to take best advantage of your secondary, you want stuff glued to you, and you're just going to have to figure out how to survive the aggro.
I HATE runners. Taunt auras help keep stuff glued to me so that I can kill it more efficiently. I don't have any problem surviving, so efficient killing is what I'm interested in.
I've played dedicated small team tank with Scrappers. Can't do that very well without a taunt aura, and I didn't want to "upgrade" to a Tanker, because I wanted damage output, and I was angling for the end game. A Brute might be an alternative these days, but I prefer all my damage right now instead of building up to it.
Some secondaries have a taunt aura. Those of us who like taunt auras will consider it a plus of those secondaries and be more likely to play them. Some secondaries do not have a taunt aura. Those of you who don't like taunt auras will consider that a plus and be more likely to play them. I'd be thrilled if every Scrapper secondary got a taunt aura just like you'd be thrilled if they removed Scrapper taunt auras. But we have to leave something for the people who aren't like us. That way everyone gets to have fun.
And yes, I've seen taunt auras kill Scrapper teammates. I'm sure they kill lots of people before they get the hang of building for the survivability to handle the aggro. But I believe it's considered a positive by most of the forum regulars. It's not there to kill you, even if that is one possibility. It's there to help you and the team do your jobs. And I can't remember it ever being to blame for one of my own deaths except in the global sense of "I'm tanking, so I'm the one that goes down first if we go down." But in that case, I blame the death on my chosen role, not the power that lets me choose to take that role.
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This is something that seriously annoys me on a Scrapper. I don't have Tanker or even Brute HP or defense numbers. I'm not meant to bear the brunt of an entire spawn. Yet if I use some of my strongest powers, I risk stealing aggro from a Tanker and getting splattered.
I really wish none of the various aura powers for Scrappers had Taunt in them. When I see that Shield Defense or Invulnerability has one of them, I consider that a serious drawback to taking the set.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.