Just in: new Tank powersets


Aett_Thorn

 

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Originally Posted by Iggy_Kamakaze View Post
But hey... peeps play it for looks right?
MA is crap... the last buff it got was crap... it's just crap.... there I said it...
I have a lvl 38 MA/SR scrapper that I abandoned due to my overwhelming disappointment in the dps that is martial arts and went with claws instead. Add 2 cone dmg attacks, or one other PBAoE and martial arts will be more than just something cool to watch.


 

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I must be missing something. If I can take alpha strikes on my /SR scrapper, I guess I'm just completely missing how they're going to be a problem on an SR tank when he's sitting at the softcap at level 22 with tank HP and being missed by 90-95% of the incoming attacks.


Be well, people of CoH.

 

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Originally Posted by Bill Z Bubba View Post
I must be missing something. If I can take alpha strikes on my /SR scrapper, I guess I'm just completely missing how they're going to be a problem on an SR tank when he's sitting at the softcap at level 22 with tank HP and being missed by 90-95% of the incoming attacks.
What, you go by years of hands-on experience and think you can beat number-crunching and forum guesswork? Pfft, logic.

(coughs) I think I'd play an SR tanker just to NOT have that "Why haven't you softcapped this thing yet?!" voice in the back of my head. I think I'd purposely not take any extra defensive powers and just take more of the fun stuff.


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Martial arts? Really? I don't know any tankers wishing that they had MA. I cried a little inside when I saw that.

SR seems a little overkill to me for a tank, but ok. I cant complain about that.

MA really? I'm so disappointed with the Devs.


 

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Originally Posted by darminiam View Post
Martial arts? Really? I don't know any tankers wishing that they had MA. I cried a little inside when I saw that.

SR seems a little overkill to me for a tank, but ok. I cant complain about that.

MA really? I'm so disappointed with the Devs.
Theme-wise it makes sense with SR, but it does make me wonder why Energy Melee didn't come with Energy Aura for scrappers.


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Originally Posted by Finduilas View Post
I know, heartbreaking, isn't it?

How can I make Minsc and Lilarcor without Broadsword for Tanks?
GO FOR THE EYES BOO GO FOR THE EYES ATTACK. But I just wish I would of waited before making my new tank.


 

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Originally Posted by Arcanaville View Post
1. The scaling resistances in Scrapper and Brute SR passives are not archetype-sensitive, so if they are straight-ported from Brutes or Scrappers the resistance values will be identical for Tankers.
Forgive my ignorance, but considering Brutes and Scrappers get the same def/res values for their secondaries (save perhaps a few exceptions that escape me), why would their scaling resistances in SR be any different from one another? Tankers, naturally, have higher modifiers for their armor sets, so it would make sense that the scaling resists would follow suit and be higher than for Scrappers/Brutes, unless I'm missing something?


 

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Originally Posted by Call Me Awesome View Post
I don't know, does it need changes? I've never played it but I've a friend who loves the set... he's taken MA/SR scrappers to 50 twice and teaming with him on the way he's quite effective. Yes, it's strongly single target focused but then again so are several other tanker sets.

I'll probably roll one when i21 goes live unless the set really falls on it's face when it leaves beta. My main question is the taunt aura... hopefully it isn't some worthless thing like Willpower's.
Truthfully, I have no problems with MA on a Scrapper.

And I could be wrong on my thoughts for Tankers. I'm just thinking with it's lower damage numbers compared to the Tankers starting sets, then add in it's single target focus with just Build Up with Tanker Damage mods....

...I just think it will look awesome, as MA already does, but seems like it would be lower on the damage levels. I of course could be totally wrong! I really don't know. It's just my thought at first glance.

I do hope they rearrange the order of the powers though, as it would be suckie to get DT at lvl 35.


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Posted

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Originally Posted by Bill Z Bubba View Post
I must be missing something. If I can take alpha strikes on my /SR scrapper, I guess I'm just completely missing how they're going to be a problem on an SR tank when he's sitting at the softcap at level 22 with tank HP and being missed by 90-95% of the incoming attacks.
I was wondering this too!


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I like the idea of Super Reflexes on a Tanker, if you want a defence based tanker, as you don't have to look at chunks of ice or stone around you for example and you'll have defence to everything, even psychic attacks. Plus it will give higher values of defence than a brute or a scrapper. Easier to hit that 45% for most damage types.

Martial arts will be cool but with a bit of luck they will award dragons tail sooner, as waiting till 35 will be harsh, then again, you have to wait till 38 to get footstomp on Super Strength so I doubt there will be a concession on that.

I've already got 3 Tankers so doubt I'd make another. I still have a MA/SR scrapper on the way up presently. So, got my hands full with Tankers, I feel I got my own Panzer division here.


 

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Originally Posted by Arcanaville View Post
On the general subject of the ITF, that's one place I'm not too worried about SR tankers. So long as they actually slot their SR powers and then soft cap with inventions or power pools, they should be fine. Although you can get pretty close with just combat jump and weave is a bit overkill, I do think SR tankers should still consider going tough/weave for the s/l resistance. And with no heals at all aid self is probably a good idea for SR tankers. An SR tanker with no aid self and no tough is actually going to be weaker than my SR scrapper, and while she generally skates through the ITF, even she can get overwhelmed at times.
My blaster can tank any enounter in the ITF that doesn't have Kheldians. An SR tanker who hits soft cap (maybe even just near it) should definitely be fine unless the difficulty is cranked up.

On the other hand. If the difficulty is cranked up, the performance difference between SR and some of the other Tanker primaries is going to be pretty blatant, I expect.

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Originally Posted by Bill Z Bubba View Post
I must be missing something. If I can take alpha strikes on my /SR scrapper, I guess I'm just completely missing how they're going to be a problem on an SR tank when he's sitting at the softcap at level 22 with tank HP and being missed by 90-95% of the incoming attacks.
The potential concern here is SO-slotted SR tankers played by people of common skill, and how survivable such a tanker might be compared to other tanker primaries that are SO-slotted and played by people of common skill.

Of course, I don't play tankers, so my view is kind of slanted.


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Originally Posted by Arcanaville View Post
Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.

 

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Originally Posted by Oedipus_Tex View Post
Please tell me Martial Arts works with Stone Armor. I want to see that in action.
Once I saw a Granite use Jump Kick.
In five years. One time.

I think it healed the enemy a little.



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You're forgetting the high-mag AoE Stun as the entire mob just stares at the Tanker trying to mentally process this turn of events.


 

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Originally Posted by Johnny_Butane View Post
Once I saw a Granite use Jump Kick.
In five years. One time.

I think it healed the enemy a little.



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BWAHAHAHAHAHAHAHAHA !!!

healed the enemy.. classic..


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

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Originally Posted by Rejolt View Post
What, you go by years of hands-on experience and think you can beat number-crunching and forum guesswork? Pfft, logic.

(coughs) I think I'd play an SR tanker just to NOT have that "Why haven't you softcapped this thing yet?!" voice in the back of my head. I think I'd purposely not take any extra defensive powers and just take more of the fun stuff.
Actually, I generally trust the hell right out of Arcanaville's number crunching... thus my confusion.


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Originally Posted by Void_Huntress View Post
The potential concern here is SO-slotted SR tankers played by people of common skill, and how survivable such a tanker might be compared to other tanker primaries that are SO-slotted and played by people of common skill.

Of course, I don't play tankers, so my view is kind of slanted.
A fair enough concern. But given the nature of softcapped defense and based on SOs alone, I'm betting that SR tanks are going to outperform every other tank set completely from 22 to 32 and at that point the other sets will catch up and surpass/stay even with SR.

I've never been much of a tank player. Too slow. Damage too low. They just aren't geared for soloing. Or at least... weren't. With bruising and inherent fitness, I'm finding my new DA/SM tank to be not that bad.

I think I want to experience an SR tank. I'll probably go SR/FM.


Be well, people of CoH.

 

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Originally Posted by Bill Z Bubba View Post
They just aren't geared for soloing. Or at least... weren't. With bruising and inherent fitness, I'm finding my new DA/SM tank to be not that bad.
How are you soloing? Because Bruising really doesn't help AoE damage any. So are you just soloing at X1?

Also, I remember people vehemently objecting to any offensive improvement to Tankers, even ones that would have had less impact than Bruising. Funny how things change.


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Originally Posted by Johnny_Butane View Post
How are you soloing? Because Bruising really doesn't help AoE damage any. So are you just soloing at X1?

Also, I remember people vehemently objecting to any offensive improvement to Tankers, even ones that would have had less impact than Bruising. Funny how things change.


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Well, he's 11 so yea, I'm soloing at +1/x1 at the moment. I'll bump it higher at 12 when I get DOs.

Bruising wasn't ever needed for tanks. They were never supposed to be damage dealers. Bruising, much like the defender inherent change, was added as a concession to those like you and to those that had the more valid argument that the tank/defender inherents did nothing for the character in question.

Regardless, it does decrease the time it takes to defeat the enemies that have it on them thus speeding up soloing. A happy little side effect to an unnecessary change. Inherent fitness is playing a much larger role than bruising, however, when it comes to being able to tolerate soloing them for me.


Be well, people of CoH.

 

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Originally Posted by Bill Z Bubba View Post

Bruising wasn't ever needed for tanks. They were never supposed to be damage dealers.
A silly notion. They have en entire power set of melee attacks. That's like saying Controllers aren't supposed to buff. By the same logic, Scrappers shouldn't be able to survive anything, because that's not their primary.

And "never supposed to" is something I'm pretty sure even Arcana has admitted is false given the sordid origin of the ATs. Do I really need to dig up the Emmert quote that they were supposed to be devastating and powerful and recount the history of Fury?

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Regardless, it does decrease the time it takes to defeat the enemies that have it on them thus speeding up soloing. A happy little side effect to an unnecessary change. Inherent fitness is playing a much larger role than bruising, however, when it comes to being able to tolerate soloing them for me.
Why wouldn't you have had Stamina before?

Personally, the biggest improvement in my Tankers have gotten from inherent fitness has been the combat mobility increase from having both Swift and Hurdle. It makes the game feel less lethargic and I notice the movement suppression less.


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Originally Posted by Johnny_Butane View Post

Why wouldn't you have had Stamina before?


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Just a guess .. but .. Because you had to wait till level 20

So .. you couldnt have it till then. And you had to squeeze 2 OTHER powers you didnt need in before 20.


 

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Originally Posted by Hai Jinx View Post
Just a guess .. but .. Because you had to wait till level 20

So .. you couldnt have it till then. And you had to squeeze 2 OTHER powers you didnt need in before 20.
Right, but a lot of Tanker attacks sets don't get their big end sucking attacks until 20+. Even then, it's mostly their AoEs chewing end, which is part of why I asked before how many he was going up against.



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Originally Posted by Johnny_Butane View Post
Right, but a lot of Tanker attacks sets don't get their big end sucking attacks until 20+. Even then, it's mostly their AoEs chewing end, which is part of why I asked before how many he was going up against.



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Oh I dont know - I have found every AT combo I tried that didnt have some recovery power started to regularily run out of END by level 9 or so.

So much so that level 12 and DOs for END reduction were a necessity just to stay sane. Even though they didnt solve the problem.


 

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Originally Posted by Bill Z Bubba View Post
I must be missing something. If I can take alpha strikes on my /SR scrapper, I guess I'm just completely missing how they're going to be a problem on an SR tank when he's sitting at the softcap at level 22 with tank HP and being missed by 90-95% of the incoming attacks.
I have a Fire/SR Brute that sits at 55% Melee Def, 53% for AoE and Ranged Def. I've used him to tank the trials but he will still die from time to time when the RNG hates me. I usually hit the dirt against the AVs.

However, even running at +2/x8 against IDF in Tip missions can cause face plants if I don't throw in some inspirations from time to time.

I have noticed that most of my deaths occur when I have 50%+ health. I rarely die if my scaling resists get a chance to help.


 

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Originally Posted by BrandX View Post
Hmmm...I don't know. SR/ for Tankers looks good to me. Shielder's already do awesome as it is.

SR will beable to softcap easier, and thusly get over the softcap easier. Nice to have for those iTrials where more defense is nice.
Yes. But leveling up is going to be...painful.

Next to no damage resistance. So anything that cracks your defenses is (pardon the colloquialism) going to **** your **** up. And at lower levels that's going to be...well...EVERYTHING.



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Originally Posted by Johnny_Butane View Post
Personally, the biggest improvement in my Tankers have gotten from inherent fitness has been the combat mobility increase from having both Swift and Hurdle. It makes the game feel less lethargic and I notice the movement suppression less..
Holy crap! I agree with Johnny on this one!

*Faints*



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Originally Posted by Hyperstrike View Post
Yes. But leveling up is going to be...painful.

Next to no damage resistance. So anything that cracks your defenses is (pardon the colloquialism) going to **** your **** up. And at lower levels that's going to be...well...EVERYTHING.
If it gets ported as I think it would, like the Brute version...

01) Focused Fighting
01) Focused Senses
02) Agile
06) Practiced Brawler
08) Dodge
12) Evasion
18) Lucky
26) Quickness
32) Elude

...and with higher Defense numbers. Carring around some inspirations for backup, I think SR will be doing okay in the early levels. And look at that...AOE Defense at level 12 for an SR.

Haven't been interrested in rolling a new Tanker for awhile. Now...hmmmm...if I can decide on which Secondary, I'd likely roll it.


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