Super Reflexes for Tanks


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Posted

Anyone else looking forward to Super Reflexes for tanks?

I am Im thinking super reflexes with street justice I think will be fun, any thoughts?


 

Posted

Quote:
Originally Posted by Mint View Post
Anyone else looking forward to Super Reflexes for tanks?

I am Im thinking super reflexes with street justice I think will be fun, any thoughts?
Not really. Such a tank will have easily cap-able defense. But without underlying resists and heals, it's an eggshell.



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Posted

I'm only excited at the fact that we get a new primary, not really a huge fan of DEF exclusive sets. Regardless, plan on making an SR/Elec.


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Posted

Quote:
Originally Posted by Hyperstrike View Post
Not really. Such a tank will have easily cap-able defense. But without underlying resists and heals, it's an eggshell.
It was fun on beta.

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Posted

Quote:
Originally Posted by Hyperstrike View Post
Not really. Such a tank will have easily cap-able defense. But without underlying resists and heals, it's an eggshell.
Been a while since I played a SR so pardon me if i'm out of date with my info. Are you saying they took out the resistance building mechanic in SR? That moved the SR scrapper from an "eh" class into one that many wanted to play.


 

Posted

I thought scaling resists kicked in ~65% for tanks, but Im not sure how that "scheduel" works. Add in the DDR and we're back to the /shield vs /sr back-and-forth on the other melee boards. Should be solid, not holy cow, but a decent competitor


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Posted

Quote:
Originally Posted by Hyperstrike View Post
Not really. Such a tank will have easily cap-able defense. But without underlying resists and heals, it's an eggshell.
Quote:
Originally Posted by Shadey_NA View Post
Been a while since I played a SR so pardon me if i'm out of date with my info. Are you saying they took out the resistance building mechanic in SR? That moved the SR scrapper from an "eh" class into one that many wanted to play.
That mechanic is very useful against minions who are nickel-and-diming you, but not so useful against an alpha strike.


As for me, i've slowly been deleting my scrappers and rerolling them as tanks or brutes. Now I'll be able to reroll my last two scrappers, my MA/SR and my Elec/SR. Although I am a little skeptical about how "tanky" an SR/* tank would be, so I have a feeling I may wind up re-rolling them again as brutes (well, once MA gets ported to brutes).


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Posted

Quote:
Originally Posted by GATE-keeper View Post
That mechanic is very useful against minions who are nickel-and-diming you, but not so useful against an alpha strike.


As for me, i've slowly been deleting my scrappers and rerolling them as tanks or brutes. Now I'll be able to reroll my last two scrappers, my MA/SR and my Elec/SR. Although I am a little skeptical about how "tanky" an SR/* tank would be, so I have a feeling I may wind up re-rolling them again as brutes (well, once MA gets ported to brutes).
I think it'll be a fine tank personally. Then again I foresee a bunch of SR tanks getting med pool.

Interesting that you are rerolling your scrappers into brutes and tanks. May I ask why? Seems like the scrapper community likes their shineys so much they usually keep em and ask why play anything else.


 

Posted

Quote:
Originally Posted by Hyperstrike View Post
Not really. Such a tank will have easily cap-able defense. But without underlying resists and heals, it's an eggshell.
Incorrect concerning the "eggshell" characterization. My experience playing on Beta is that SR tank may be 2nd to Stone in survivability. Sort of the anti-stone in one sense though -- SR's get Quicken.

See below thread for my report on SR/Dark:

* http://boards.cityofheroes.com/showthread.php?t=269982


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Posted

Quote:
Originally Posted by cohRock View Post
Incorrect concerning the "eggshell" characterization. My experience playing on Beta is that SR tank may be 2nd to Stone in survivability.
Let's not get silly.


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Posted

[QUOTE=cohRock;3862225]Incorrect concerning the "eggshell" characterization. My experience playing on Beta is that SR tank may be 2nd to Stone in survivability. Sort of the anti-stone in one sense though -- SR's get Quicken.

Okay I know you're joking.

Sorry but even RIDICULOUS amounts of defense isn't a complete "defense".

With enough enemies the "lucky shot" effect takes over. Enough people whacking you by luck of the roll will be enough to whittle you down. Even with resistance going up from Lucky.

If they're doing monstrous damage on top of that they'll spike right past the resistance building mechanism in Lucky.

You can go take Tough, to give you better resistance for basic S/L. But my characterization of an eggshell still stands.



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Posted

Quote:
Originally Posted by cohRock View Post
Incorrect concerning the "eggshell" characterization. My experience playing on Beta is that SR tank may be 2nd to Stone in survivability. Sort of the anti-stone in one sense though -- SR's get Quicken.

See below thread for my report on SR/Dark:

* http://boards.cityofheroes.com/showthread.php?t=269982
I have to concur with others that point out whatever people's general opinions on tanker SR, being second to Granite (which is what I'm assuming you mean by second to Stone) is not just outside the margin for error of my evaluation of Tanker SR, but practically numerically impossible.

SR/Dark is probably a very good combo, just as Dark/SR is, but while SR very quickly gets to very high levels of defense, making its intermediate performance extremely good for a tanker (it may in fact be the best midrange tanker period from level 20 to 35, and that's not hyberbole) it has nowhere to go once it matures into a soft-capped tank. No slottable resistance (without tough), no heal (without Siphon Life or Aid Self), no +health. Only the scaling resistances supplement soft cap defenses. And once you get to the later game, where things like Granite itself start to mature, and then to the end game, sets like Invuln and Willpower continue to have paths to higher performance that SR lacks.

With just SOs, SR will be at least competitive with Invuln and Willpower, and will excel in high order debuffing situations. Its going to have its head handed to it in high tohit situations. But since lots of things can soft-cap defense with a lot of effort, and multiple things can at least soft cap in some areas with only moderate effort, SR's primary trick which is getting there *easily* will be diluted at the high levels.

The best level 30 tanker? Maybe. Second only to Granite? At level 34 maybe. At level 50? I don't think that's possible, much less likely.

Which is not to say it won't be a perfectly workable tanker set. But the situations that are likely to expose its brittleness, like if a quartz decides to appear anywhere in a DE mission or more than two Nemesis Lts decide to die at the same time, appear to me to be not very uncommon.

We'll see, but I'm betting tanker SR gets +health added somewhere within a year of release.


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Posted

Quote:
Originally Posted by Mint View Post
Anyone else looking forward to Super Reflexes for tanks?
Yes, but not because I think it will be amazing. I've already taken every armor set to 50 (invuln twice), plus a PB and WS played as tanks. I'm dying for a new tank primary.


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Posted

Quote:
Originally Posted by Mint View Post
Anyone else looking forward to Super Reflexes for tanks?

I am Im thinking super reflexes with street justice I think will be fun, any thoughts?
I'm very excited and glad to see it on Tankers. I want to run a Martial Arts Tank and a Kinetic Melee Tank.

Quote:
Originally Posted by Arcanaville View Post
We'll see, but I'm betting tanker SR gets +health added somewhere within a year of release.
Not really needed as you can add +health yourself since you're not chasing +Defense like every other set in the game is. All those set bonus opportunities other sets have to spend on +Defense, SR can spend on anything.

I think SR is going to be a solid, middle-of-the-pack performer. Not the best, but not the worst. It's a simple, elegant, well balanced set, which is why I like it.

Now if only they'd fix that bug that allows Shield to have 95% DDR...


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Posted

I was thinking super reflexes and street justice for a tanker, not sure how well street justice would work for a tanker, but I think it will be fun, any thoughts?

Someone brought up a good point though for SR on tankers, that if you have a group of 20 baddies on you, the chance of getting hit goes way up and if they are 2-3 lvls higher than you, if you do get hit you could die very quickly. Just kinda wondering if SR for a tank will be good as long as you dont fight enemies that much higher than you. So the question is, can you "Tank" with super reflexes? I do want to try it out for a tank should be fun.

I would also think that the powerset for super reflexes for tankers would have to be slightly different, maybe a different power in there. Anyone know if it is?


 

Posted

Pure defense i think plain simple: put him in a +2 AE farm mission and see how fast he goes down. That devided by 4 is your avarage die time in normal missions.

3 powers have built in res-special, each giving 0.3% resist per % below 60%

So
59% health = 0.9% resist all but psi
1% health = roughly 38% resist all but psi

As all powers state 'ignore buff and enhancement', i really cant say this is a strong resistance.

Base defense, 26% melee, ranged, AoE. So slotted and 3% global/CJ makes softcap.

I put him on par with Ice, just no -dmg or -recharge AoE or any form of selfbuff. Evasion is the AoE taunt (8ft, 10target) with no debuff or sortlike.

(data taken from VIP server, tooltip info).


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Posted

Quote:
Originally Posted by Arcanaville View Post
I have to concur with others that point out whatever people's general opinions on tanker SR, being second to Granite (which is what I'm assuming you mean by second to Stone) is not just outside the margin for error of my evaluation of Tanker SR, but practically numerically impossible.
I'll assume you are correct -- which is kind of like saying, "I'll assume this quarter-flip does not land on its edge". But I did mean stone tank. In my play style, Granite armor is an option, not a permanent state. So is Rock Armor + Minerals. Etc.

Quote:
The best level 30 tanker? Maybe. Second only to Granite? At level 34 maybe. At level 50? I don't think that's possible, much less likely.
My guy was level 31 when I posted.

Quote:
We'll see, but I'm betting tanker SR gets +health added somewhere within a year of release.
That would be great to see, since Elude seems to be mostly useless for a tank SR build. How about Elude for a tank gets replaced with, I don't know, let's call it Eclipse It's characteristics would be something like:

1) same recharge and duration as Elude for scrappers and brutes
2) essentially a combo power of Dull Pain and Instant healing
2a) the Dull Pain portion would be 2/3 as strong as a regen scrapper
2b) the Instant Healing portion would be 2/3 as strong as a regen scrapper
3) offers toxic resistance equivalent to that of a stone tank's Earth's Embrace
4) offers fear resistance (hey, better than nothing, and a tier 9 should be unique)
5) same crash as Elude -- endurance goes to zero for 20 seconds at end of duration
6) slottable with health, recharge, end reduction, and resistance
7) allowed sets: health and damage resistance


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Posted

Pre-32 it has to match up against pretty much every full-battle set, we're talking inv with full glory (32 is unstoppable). Then we talk about cap SL resist, 30% non-SL (non psi), only cap defense is reached later due lack of slots (unless you dont give your attacks any slots). I highly doubt if i can even stand up against Inv, let alone post32 against Granite.

Majority of sets already can hit softcap, but they have a huge backup in form of regen, heal or massive resistance, sure it might be nice and you get hit not quite often, but i wonder if its enough to stand against mobs in trials (we're talking 58% softcap).


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Posted

I expect Fire, Dark and KM to be the most popular secondaries. Fire just does more damage, so it'll always be popular. Dark has a self healing attack and -ToHit, which will help against those circumstances that would normally overwhelm 45% defense. KM has nice damage and a -Dmg debuff that will help when an attack squeaks through.

That said, I think it'll be competent in traditional content, but maybe not quite as good for Incarnate content. At least it won't melt from debuffs. The added resists and other attributes of Ice, Invuln and Shield should make them better defense-based choices. If Tankers get Energy Aura, that should be a better option, too.


 

Posted

Quote:
Originally Posted by SinergyX_EU View Post
Pure defense i think plain simple: put him in a +2 AE farm mission and see how fast he goes down. That devided by 4 is your avarage die time in normal missions.

3 powers have built in res-special, each giving 0.3% resist per % below 60%

So
59% health = 0.9% resist all but psi
1% health = roughly 38% resist all but psi

As all powers state 'ignore buff and enhancement', i really cant say this is a strong resistance.

Base defense, 26% melee, ranged, AoE. So slotted and 3% global/CJ makes softcap.

I put him on par with Ice, just no -dmg or -recharge AoE or any form of selfbuff. Evasion is the AoE taunt (8ft, 10target) with no debuff or sortlike.

(data taken from VIP server, tooltip info).
I was wondering how the scaling resistance worked on Tanks. When I first heard of SR Tanks I thought it could be pretty broken given the HP advantage, but with these numbers, not so much.


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Posted

Quote:
Originally Posted by Fiery-Enforcer View Post
I was wondering how the scaling resistance worked on Tanks
Exactly the same as on scrappers.


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Posted

I'm glad they're adding it for tanks, as it's nice to see a relatively pure defense based set to help round out the spectrum of available options, and it's good for so many classic hero concepts.

On the plus side, with the high levels of positional defense it should be easy to pick up and play, with good general coverage. On the downside, the lack of any health/heal/regen mechanic is unfortunate (DM and Aid Self could be popular partner powers) and it is rather one dimensional. I remember some of the things the Devouring Earth used to do to my Ice Tanker - I really wouldn't want to face the same issues without Hoarfrost and Chilling Embrace type secondary defenses.

Another minor downside is that you have to wait longer to get your full array of positionals up and running as compared to Shield.

My guess would be that it could be a fun set for free players, as you can get one extremely solid layer of defense up and optimised with just SOs.

I don't think I'd play one myself, but I tend to go for hybrid defenses anyway.


 

Posted

SRs are kind of fun. I remember fighting high level Malta in the days of just SOs with my scrapper and losing almost my entire life bar in a jiffy, so I went to click Elude. After fighting for my life for about 45s I thought "thank you Elude!" only to find I hadn't actually clicked it like I thought I did. One of them sets where just because you are in the red doesn't make ya soon dead.
Adding Med Pool to an SO'd SR scrapper gives way more average damage sustainability than a bog standard Invuln Tanker so a SR Tanker with Med Pool is going to do pretty damn well for almost all of the entire game.


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Posted

I had a lot of fun messing around with an SR Tank in Beta, finding it extraordinarily nice to finally have a character at/around the Defense soft-cap (something that has heretofore been out of my reach). I really want to make one when it hits live, but I also really want to pair it with Street Justice, so I'll likely be in for a frustrating wait.

And I really didn't find it to be very fragile, despite not having the Medicine or Fighting Pool. (I've by and large sworn off grabbing the latter, anyway.)


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Posted

Quote:
Originally Posted by streetlight View Post
That said, I think it'll be competent in traditional content, but maybe not quite as good for Incarnate content. At least it won't melt from debuffs. The added resists and other attributes of Ice, Invuln and Shield should make them better defense-based choices. If Tankers get Energy Aura, that should be a better option, too.
Since i21 aint live yet, we can still try asking for EA instead of SR


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