Just in: new Tank powersets
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.
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.
|
(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.
Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.
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.
Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.
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. |
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.
BrandX Future Staff Fighter
The BrandX Collection
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.
|
BrandX Future Staff Fighter
The BrandX Collection
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.
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.
|
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.
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.
|
Of course, I don't play tankers, so my view is kind of slanted.
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.
Once I saw a Granite use Jump Kick.
In five years. One time. I think it healed the enemy a little. . |
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-
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. |
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. |
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.
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.
|
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.
.
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. . |
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.
Bruising wasn't ever needed for tanks. They were never supposed to be damage dealers. |
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?
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. |
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.
.
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.
. |
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.
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.
|
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.
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. |
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.
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..
|
*Faints*
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. |
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.
BrandX Future Staff Fighter
The BrandX Collection
MA is crap... the last buff it got was crap... it's just crap.... there I said it...