In Which I Immediately Regret My Hubris
Obviously this whole discussion hinges on situation and particular team composition, but if my choice, as a Tanker, is between lowering the Brute's damage output by a generally unnoticeable (to me) amount, and potentially letting one of my squishies die, then the Brute loses every time.
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I really can't come up with a scenario where the Brute having aggro and high DPS somehow threatens the squishies to the point that the Tanker needs to step in and save the day by taking aggro from the Brute and thus lessening DPS.
Let's say they are standing next to each other sharing 16 enemies worth of aggro including an AV, worst case - Brute dies. At which point the tanker is already there and has been generating threat.
When does the Brute having aggro pose a threat to the team?
When are you, personally, making this choice in game right now?
So let's use your numbers:
At 80% Fury (+160% damage), with ED-capped damage slotting (+95%) in your attacks, with Rage (+80%), with fully saturated Against All Odds (+65 damage, IIRC), you're sitting at ~500% of Brute base damage. At 50% Fury (+100% damage) and all else being equal, you're sitting at ~440% of Brute base damage. So that 60% extra damage from Fury represents a whopping net gain of 500 / 440 = 13.6%. With one foe in range of AAO (+15.5% damage), the net difference jumps as high as 450.5 / 390.5 = 15.4%. |
I've spent billions on the build(s) for even lesser amounts than that. Why stop now!!
That's just not that big a deal in the grand scheme. Remember, against hard single targets (which are the main areas where DPS matters), the Tanker by himself is raising your damage by 20% with Bruising. The CoH gods giveth as they taketh away.
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While DPS is the main conversation here, -15% of a 300 point Footstomp is -45 DPA. I don't want to do 255 point Footstomps when I can do 300 point foostomps.
Especially when I can do those 300 point footstomps every 6s.
If this really was for the benefit of the team, I could accept it.
I just can not come up with a situation when the Tanker getting in my aggroz and reducing my damage actually can benefit the team.
Unless you mean by both of us running around and grabbing more and more mobs for wholesale slaughter - then yeah, I'm all for that. I'm not expecting any tank to wait for me to take spawn dives because that would mean we are not both rushing headlong into violence.
Brutes' advantage is that they are potentially as good, simultaneously, as Tanker and Scrapper -- given enough support. Their disadvantage is that Fury is somewhat dependent on their environment.
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Unfortunately there isn't a small army of guys like Silas on my server who play those mythical sets I've read so much about like thermal and sonic - getting +RES buffs is a pretty rare day for me. Usually it's +DEF out the wazoo, which I already built for (useful in new content though).
Agreed.
The way I see it, if there's a Tanker and a Brute on a team they should both be grabbing as much aggro as possible and ideally not fighting over that aggro, (for example grabbing different spawns together to a central point).
If they're fighting an AV and all the lesser mobs have died, if the Brute can handle the AVs aggro the the Tanker shouldn't try to take it back just because. They've got the same threat modifier and punchvoke, so the squishies shouldn't be at risk.
This does depend on the Brute demonstrating that they can take the punishment and the Tanker being willing to play off-tank, so to speak. Honestly, my biggest gripe about aggro fights is that they're not usually done to maximize Fury or minimize threat to the squishies, it's done for ego reasons. Which is fail.
The Melee Teaming Guide for Melee Mans
Let's say they are standing next to each other sharing 16 enemies worth of aggro including an AV, worst case - Brute dies. At which point the tanker is already there and has been generating threat.
When does the Brute having aggro pose a threat to the team? When are you, personally, making this choice in game right now? |
I realize the way I described the situation may have seemed over-dramatic. The fact is, there often isn't a clear line in the sand marking your aggro and mine.
Actually 15% is an amount I am totally comfortable in chasing like a Rabid dog. I've spent billions on the build(s) for even lesser amounts than that. Why stop now!! |
Further, the presence of a Tanker helps your damage output in another, qualitative way: he may free you from having to waste valuable attack time using Taunt.
This does depend on the Brute demonstrating that they can take the punishment and the Tanker being willing to play off-tank, so to speak. Honestly, my biggest gripe about aggro fights is that they're not usually done to maximize Fury or minimize threat to the squishies, it's done for ego reasons. Which is fail.
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Here is the updated version in the Guides section.
'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.
Yup, thanks Aneko
Didn't change much, just added the bit about Fury to the coop vs comp aggro bit. Repost was mainly so it doesn't get pruned.
The Melee Teaming Guide for Melee Mans
I'm going to send you angry in-game PM's regarding your guide.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
Haha, you and many others. I like yours the best though, since make-up sex is great
The Melee Teaming Guide for Melee Mans
And that's as it should be. Though I agree that many Tanker players spend too much time spamming Taunt -- lowering their own DPS to near-non-existence, which incidentally can represent a far larger proportional loss to the team's damage output than even a 30% loss to a Brute's Fury generation -- sometimes it's just better to be safe than sorry.
Obviously this whole discussion hinges on situation and particular team composition, but if my choice, as a Tanker, is between lowering the Brute's damage output by a generally unnoticeable (to me) amount, and potentially letting one of my squishies die, then the Brute loses every time.
So let's use your numbers:
At 80% Fury (+160% damage), with ED-capped damage slotting (+95%) in your attacks, with Rage (+80%), with fully saturated Against All Odds (+65 damage, IIRC), you're sitting at ~500% of Brute base damage.
At 50% Fury (+100% damage) and all else being equal, you're sitting at ~440% of Brute base damage. So that 60% extra damage from Fury represents a whopping net gain of 500 / 440 = 13.6%. With one foe in range of AAO (+15.5% damage), the net difference jumps as high as 450.5 / 390.5 = 15.4%.
That's just not that big a deal in the grand scheme. Remember, against hard single targets (which are the main areas where DPS matters), the Tanker by himself is raising your damage by 20% with Bruising. The CoH gods giveth as they taketh away.
Brutes' advantage is that they are potentially as good, simultaneously, as Tanker and Scrapper -- given enough support. Their disadvantage is that Fury is somewhat dependent on their environment. That seems fair to me. The specialized damage dealers that are most often frustrated by the circumstances are Blasters, and it's not even close -- and not just because Brutes have massively better survivability.