So I got a PM from Synapse about buffing Tankers


Acemace

 

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Originally Posted by Arcanaville View Post
Ok, even I have to take out a calculator now, Encino man. Tanker sets had a similar range of damage way back when to scrapper sets. Most powers were between 0.8 DS and 2.5 DS; what we would have called 2.222 BI and 6.944 BI.

The only single target tanker attacks that did more damage than 6.333 BI (2.28 DS) were: Cleave (2.76), GFS (2.44 + DoT), Seismic Smash (3.56), KO Blow (after the upgrade - 3.56), Total Focus (3.56) and Energy Transfer (4.56). Not that many powers have had their damage substantially changed in Tanker secondaries, so a quick glance at City of Data will show the range of damage in the sets is and was similar. Jab is and always was 0.68 DS, for example (i.e. 1.8889 BI).
Haha I had to look up what Encino man was now I remember that movie... been ages.

Yes until recently Scrappers never exceeded 6.333 BI and if they did the power did not crit for full. Street Justice is one of the outliers of this with Crushing Uppercut being around 8.999 I believe and crits for a full 8.999 damage.

Point is Tankers did have more control type effects in their secondaries and they got some pretty heavy hitting attacks too compared to Scrappers back in the day.


 

Posted

Tankers should have Mag 5 or 6 taunt, to be able to out aggro even Phantom Army (which has Mag 5 Taunt).



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.

 

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Originally Posted by _Pine_ View Post
Tankers should have Mag 5 or 6 taunt, to be able to out aggro even Phantom Army (which has Mag 5 Taunt).
MAG only determines whether the target is effected by the taunt effects, not how strong their actual effects are. To the best of my knowledge, these stack from the same user & powers, but I can't think of a real way to test it.

The "strength" of taunts (ie: their threat multiplier) is all about their duration. Phantom Army has ~22s taunt effects iirc while Gauntlet is 13.5s and most auras are 13.5s or 16.875s. Of course, Taunt blows them all out of the water with a 41s duration.

The other key to threat generation is damage output, and Tankers should do a hell of a lot more of that than Phantom Army - even in defensively oriented ones.


 

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Originally Posted by Johnny_Butane View Post
That's swell, but I tend to look at damage per animation when looking at attack chains.

If you're looking at one attack in a vacuum, the recharge of the power matters. When you're chaining multiple attacks, the damage the attack does versus the time it takes to cast it and fire the next attack seems more important to me. You put your best DPAn attacks at the front of the chain and then always use the best DPAn attack that's up. Of course, Bruising makes that more complex. You lead with your T1, then your best DPAn attacks until you need to refresh Bruising.
I was wondering if someone was going to correct me on this or not. I've never been 100% sure about calculating damage output and constructing attack chains.



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Originally Posted by Johnny_Butane View Post
I love your directness and your animated sig graphic.


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Why thank-you. Though yes, when I play a tank, I want to be some near indestructable monster. However, unlike a military tank, I feel like I can barely hurt a fly...


 

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Originally Posted by Vexen777 View Post
Why thank-you. Though yes, when I play a tank, I want to be some near indestructable monster. However, unlike a military tank, I feel like I can barely hurt a fly...
Yeah. A military tank gets a main cannon that isn't too fast to reload but obliterates what it's aimed at.



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Originally Posted by Johnny_Butane View Post
I was wondering if someone was going to correct me on this or not. I've never been 100% sure about calculating damage output and constructing attack chains.



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It's basically correct; DPA is the important thing to look at for attack chains. There are then basically two ways to build attack chains: "what chain can I run with this amount of recharge", or "how much recharge do I need to run this chain". The actual chain may or may not be somewhat more complex than "always use the best DPAn attack that's up". Sometimes you'll use a power with lower DPA first, to prevent gaps in the chain. For example, one common Fire Melee chain (for scrappers anyway, I don't have a FM tank, not sure if they're different) is Incinerate-Scorch-Cremate-Scorch, which uses Scorch after Incin, even though Cremate has higher DPA, because Incinerate-Cremate-Scorch would leave a gap in your chain unless you have a huge amount of recharge (and if you have that much recharge, you can run one of the better chains anyway). In any case, the idea of a rigid attack chain breaks down pretty quickly when you start to account for the constraints of actual play, like maintaining the Bruising debuff, taunting, using click defenses, moving around, etc. So although not quite technically right, your statement didn't seem worth derailing the conversation to correct.

Just from curiosity, is there a particular reason for the periods several lines down at the end of your posts?


 

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Originally Posted by Johnny_Butane View Post
Yeah. A military tank gets a main cannon that isn't too fast to reload but obliterates what it's aimed at.



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So are you suggesting lower recharge even more, but to compensate, give the Tanker more power?

Course we have to ajust recharge according to powerset for those such as Dual Blades and Street Justice so they can still do combos.


 

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I just don't see Tankers receiving a straight up increase in damage. It may be done in a round about way like Bruising.

Tankers aren't called meleetrollers for no reason. They aren't melee damagers, never have been, and most likely, never will be. It's not what the AT is designed for. If you want that (melee damage), you're looking at the wrong AT.

With regards to the meleetrollers, I once way back, posted an idea that targets under the effect of a Tanker's Taunt (not a Brutes / Scrappers, or anyone's provoke for that matter), would have an increased chance of any Tanker's secondary effect going off, and with greater effect.

Example 1: Tanker A enters melee with Invincibility. The aura taunts a mob. Tanker A uses an attack with a 30% chance to mag 2 stun, but since its on a Tanker-Taunted-Target, there's now a 60% chance to mag 3 stun.

Example 2: Tanker A enters melee with Invincibility. The aura tuants a mob. Tanker B uses Taunt. Tanker A uses an attack with 30% chance to mag 2 stun, but since its on a Tanker-Taunted-Target, there's now a 60% chance to mag 3 stun. Tanker B uses an attack that has a 40% chance to mag2 knockdown, but since its on a Tanker-Taunted-Target, its now a 80% chance to mag3 knockdown.

The numbers are just an example. I wouldn't know what, if any actual increase would be best for a secondary effect to fire off, but a simple increase by mag 1 to the effect should be sufficient.

Now Tankers are truely melee trollers, the only one that really loses out is say Fire Melee, even then, there might be a way to have the dot fire at a greater rate under a Taunt.

Other sets like Dark Melee would have better to-hit debuffing. Sets with defense debuff, - resistance, etc.. would all benefit.

Another way to do things is to allow a - resistance to all Tanker Taunted Targets, but only flagged for Tanker attacks. It won't stack with other Tanker -resist debuffs, but Tankers would always essentially doing more damage with their own, or other Tanker's attacks.


 

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Originally Posted by Vexen777 View Post
Why thank-you. Though yes, when I play a tank, I want to be some near indestructable monster. However, unlike a military tank, I feel like I can barely hurt a fly...
Tanks do pretty decent damage, if you're having a problem you should ask for advice in this forum.


 

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Originally Posted by Vexen777 View Post
So are you suggesting lower recharge even more, but to compensate, give the Tanker more power?

Course we have to ajust recharge according to powerset for those such as Dual Blades and Street Justice so they can still do combos.
I'm not suggesting anything now. I just want the damage cap to get looked at and some better options for Tankers to improve their damage by way of Epic/Ancillary pool powers and Incarnates if they choose to.

But once upon a time I suggested a long-ish recharging bust of damage for Tankers similar to the old Domination inherent for Dominators. Times are different now.

If there was more room to change things without upsetting people, I'd suggest taking the hard hitting attack in each set, increasing the recharge and base damage for Tankers. That's how I'd run with the military tank analogy.

If I was given the power to go back in time and change things, there would be only two melee ATs:

One with great survivability and good aggro control, great ST damage but AoE revolving around low damage/soft crowd control.

The other with good survivability, good AoE damage, good ST damage, attacks that lower enemy damage resistance and low aggro control.

Solo, one is tougher, but has worse AoE damage. They end up breaking even for ST damage.
Teamed, the first improves the survivability of the second by tanking and the second improves the damage of the first by weakening enemy resistances.


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Originally Posted by Vox Populi View Post
Tanks do pretty decent damage, if you're having a problem you should ask for advice in this forum.
The main issue for me is just their attacks on secondary, which I know is the whole point. Hence why I usually play Brutes to get the monsterous invunerablility and strength.

However, nothing feels as satisfying as being a Stone tank in a Fire farm and helping some poor lowbies who think I'm doing all this hard work for them. (when really I'm in the kitchen making a full course meal).

Laziness FTW. Nuff said.


 

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Originally Posted by Johnny_Butane View Post
Yes. Isn't that what a good Tanker does? Hang on for the long haul and keep going?

I haven't had much reward in doing so, also like a Tanker.



You mean Brutes and Scrappers fighting alongside me got a damage increase.

Then Incarnates came out and Scrappers and Brutes gained Barrier and Rebirth while my Tanker hits the brick wall of the damage cap without even needing Assault and now has little potential to improve or grow the way I want.

That's 'winning', Charlie Sheen style.



Tankers can only hit so many targets with AoE attacks regardless of how many are mad at them or not. There's two different caps in play there.

Furthermore, that gets into farming territory IMO, and I have an extremely negative view of that. Especially since, again IMO, Tankers are in the situation/balance point they are currently because over the years, some people have pushed them into a niche as a farming tool: Safe, reliable, slowly moving back and forth across a farm. No longer Tankers, but 'Tractors'. All at the expense of Tankers better reflecting their comic counterparts instead. I have have seen too many 'looking to make a farm tank' threads to be persuaded otherwise, so let's not bother debating it.



Not so. I believe that one Tanker being enough for a team's typical aggro needs is half of the reason they have redundancy issues. The other half is overspecialization in aggro control in the first place.



That is not typical operating procedure for the vast majority of teams. It works for you, obviously, but doing so without everyone on board is just going to cause group friction and it's not a play style you can hope people to adopt widespread.

'With proper tactics' is the key phrase. You can't balance an AT around said tactics when most people really haven't been using them since the game began.



It's quite relevant if a proposed change to Tankers has the side effect of buffing two other ATs that I don't think should be buffed. Why should I sign to that if I feel that way?



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Let me apologize in advance for the difficulty you may have reading this post. I have never been very good at placing quotes on these forums

I will attempt to answer each point in turn but I leave it up to the reader to match them with the quoted portion above.

Point one
Bruising allows a 20% non stackable resistible debuff to damage resistance. this means that everyone on the team gains those benefits not just you. Therefore this power is useful solo but is even more powerful on a team.

Point two
Tanks were the overall winners out of Incarnates. yes, Incarnates came out and now Scrappers, Brutes, or any other AT can slot a Barrier or Rebirth Tier 4 and get some serious short term mitigation. Bully for them since in the case of barrier, no other archetype can go over 75% resist cap while Brutes and Tanks can hit 90% therefore Tanks are leveraging the highest increase in total mitigation due to having the highest caps and the highest hit points. Now with rebirth regeneration rate is increased and you either get a heal or plus hit points. Again this leverages highest with tankers since regeneration is based by rate times current hit point maximum. So overall Tankers win in this comparison as well

However we have 3 other incarnate slots Alpha, Interface, Judgment (Yes I am spelling it correctly here) Tanks gain more than brutes or scrappers in this area as well. Since you stated in a different post #137 in this thread:

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Originally Posted by Jagged View Post
I don't think it would break anything if a tanks damage cap was raised to by an extra 100%.
What about that in addition providing options and tools (by way of Tanker Epic/Ancillary pool powers and Incarnate abilities) for Tankers to improve their damage should they choose?

Scrappers and Brutes get the Fighting pool, Barrier and Rebirth, Wedding Band, numerous other temp powers, Accolades, three kinds of Inspirations (more now?).


Just in incarnate slots alone Tanks got access to interface which slotting reactive deals a dot of 13.95 regardless of AT damage base. Tanks gained more than scrappers and brutes in terms of percent age damage increase.

Tanks gained access to Lore whose Pet DPS is the same regardless of AT as well as Judgment which increases AOE burst damage by the same amount regardless of AT. Therefore the overall DPS gap between Tankers, Brutes, and Scrappers on the percentages closed thanks to Incarnates.

Point 3
Tankers generally have equal or in the aberrational case of Fire Melee slightly more AOE attacks than other melee AT's powersets of the same name. This is one reason why they make such good farmers. They have greater survivability and are better able to leverage AOE. Scrappers, Brutes and Tanks are limited to 10 targets with each PBAOE, 5 targets on melee cones 16 targets on ranged AOE like fireball. This in the one area where your argument seems to mostly hold weight as the other melee AT's do better damage per attack per target with a generally sufficient, though not equivalent, amount of total mitigation to withstand the assault. Now if target caps were increased for Tankers their would be an infinitely stackable reason to invite more than one Tanker per team. While a general damage increase might have similar effect it would serve to blur the three melee archetype's being compared together even more.

Point 4

I have no desire to debate farming with you as I do not generally farm but I do herd pull and position in other content which uses similar tactics. Therefore a person could argue that I am always farming or never farming depending on the definition. The position is too ambiguous to debate without a thread jack about the definition of farming.

Point 5
Your belief that Tankers suffer redundancy issues on teams and dismissal of the use of tactics past everyone run together and steam roll is irrelevant to this discussion is flawed. Were we on the Blaster forums and I was complaining that my Assault Rifle blaster was weak because I only used single target attacks I would and should be laughed at for failing to leverage the advantages of the power set I have chosen. Tankers have advantages in aggro control to not use them and demand that since you want to play like a Scrapper the AT must be broken is equally unsupported. An increase in target cap (and if necessary aggro cap) per power for Tankers would:
1. Diversify the role of the archetype in comparison to the other similar melee AT's.
2. Increase the overall damage of Tankers in a team environment by allowing more targets to be kept in AOE range or more targets to be hit by AOE's
3. Allow a stackable role and ability for Tankers on each team without forcing redundant aggro mitigation into team make up.
4. leverage the superior mitigation available to Tankers in a useful manner against a wide variety of game content.

Point 6
Tankers are a team archetype and therefore increasing the overall ability of others on their team is one of their primary roles. Hence their status in the "holy trinity" of game design. You may not like that Tankers abilities run that direction but frankly you can always roll a Brute and be the kind of single target beatstick you seem to desire. Now that you can roll whatever AT you want hero or villain side you can have the invulnerability / super strength man in tights on whichever side of the game strikes your fancy. Further more you can create three characters one of each of the archetypes we have discussed and run them concurrently to approximate your offense to defense ratio toggling concept.

My own musings
Now you have brought up on many occasions that Tankers seem to suffer an unfair disadvantage soloing. While that point is arguable what would anyone think of applying a 36% damage buff when operating solo for Tankers that drops by 12% per team member and disappears at 4 members, similar to Defenders. This would approximate the "cutting loose" quality that some feel is missing from the AT without being an overall increase in damage. Perhaps the aggro management boon discussed previously could be applied in an inverse fashion so that Tankers would have abilities solo and teamed just like Defenders without in theory forcing the tanker into a farming role.


 

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Originally Posted by _Pine_ View Post
Tankers should have Mag 5 or 6 taunt, to be able to out aggro even Phantom Army (which has Mag 5 Taunt).

I can keep an AV from being interested in a Ill/Storm who is using everything at his disposal from 114ft. Brutes gauntleting+aura and taunting (perhaps) are another matter in melee.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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Okay, so to sum up what I've seen in this thread in terms of suggestions that we might actually want the Devs to explore, including some of Johnny's ideas, not all of which are bad (and including some he just brought up that he has raised before):

1) Raise the Tanker damage cap to +300% (a 100% increase)

2) Give Tankers more ways to increase damage potential in the Ancillary Pools

3) Raise the Tanker aggro cap to anywhere between 20 and 34

4) Give Tankers the ability to have higher Defense and Resistance caps (95% and 47.5%, respectively

5) Give Tankers a fury-like bar that reduces endurance cost and/or recharge time.

6) Give Tankers MOAR DAMAGE!

7) Give Tankers LESS DAMAGE!

8) Adjust Tanker secondaries to be more mitigation-heavy, instead of adding more damage

9) Give Tanker secondaries something to help offset the higher DPE ratios that Tankers face. Not all secondaries have been adjusted to reflect the fact that Tankers do less damage for the same amount of endurance.

10) Create more ways for Tankers to increase their damage potential. Brutes and Scrappers have many ways to increase their defenses, but Tankers have few options to increase their offense.

11) See below

12) Either increase Tanker AT threat mod, or increase Tanker gauntlet duration. Both of these will help a Tanker get and maintain aggro.

Did I miss any?

Also, I'd like to throw a #11 into the ring:

When IOs first came out, Tankers who put procs in their attacks soon found out that the procs were hitting in an AoE off of single-target attacks. It was quickly discovered that Procs were firing based on who was hit by gauntlet, not just the target of the attack. As such, we know that effects can be transferred through gauntlet.

Given the suggestions above saying that Tankers should have had attack sets that were more mitigation-heavy, and given that Tankers do less DPE than similar ATs with the same attacks, what if we do something like this:

Allow Tanker secondary single-target attacks to have their debuff/mitigation effect spread through Gauntlet.


Basically, for any Tanker single-target attack, allow the debuff to be applied through the AoE effect of Gauntlet, instead of just to the single target that you were attacking. Against hard, single targets, this won't do much. But against large spawns, the tanker could knockdown/stun/debuff/burn 5 enemies instead of 1. Since most of these attacks only have a chance to fire against every target (and some of the AoEs on Gauntlet are fairly small), this wouldn't be something you'd see constantly hitting 5 targets, but would give the Tanker a feel of more active mitigation.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

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Originally Posted by Aett_Thorn View Post
Did I miss any?
I'd actually like to see tankers have superior generation control compared to brutes and scrappers. Technically they already do, but it's still possible for a heavy-taunting brute to pull aggro off a tank that isn't spamming Taunt. As such, I'd like to see the taunt magnitude for tanks elevated slightly. In the Taunt power itself, in the Taunt component of their aura, and Gauntlet. I'm not saying double, triple or quadruple. But have it so that people have to actually WORK to strip aggro off. Sure, a damage increase would be nice. But I'll take better combat control any day of the week.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

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Originally Posted by Hyperstrike View Post
I'd actually like to see tankers have superior generation control compared to brutes and scrappers. Technically they already do, but it's still possible for a heavy-taunting brute to pull aggro off a tank that isn't spamming Taunt. As such, I'd like to see the taunt magnitude for tanks elevated slightly. In the Taunt power itself, in the Taunt component of their aura, and Gauntlet. I'm not saying double, triple or quadruple. But have it so that people have to actually WORK to strip aggro off. Sure, a damage increase would be nice. But I'll take better combat control any day of the week.
Well, the Taunt Mag isn't really what you're looking to increase there, as described in a post earlier in the thread. What you're actually looking for is either:

a) an increase in Gauntlet Taunt duration, or

b) an increase in the Tanker AT Mod.

I'll add those to my list.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Tankers are not meant for damage. I really hate how people will complain about their damage when they're meant to take in all that damage. I've seen some pretty powerful tankers before too. In damage AND survivability. Yes a brute or scrapper can do what a tank does...After spending billions on IOs.

Edit: Also, if they buff tankers to do more damage, this'll suddenly cause for a brute buff because they'll be able to do brute damage with more def/res. Tankers were originally able to out damage SCRAPPERS, so I hear.



http://www.virtueverse.net/wiki/Shadow_Mokadara

 

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Originally Posted by MasterGabriel View Post
Let me apologize in advance for the difficulty you may have reading this post. I have never been very good at placing quotes on these forums

I will attempt to answer each point in turn but I leave it up to the reader to match them with the quoted portion above.
Forgive me if I am curt. I'm not trying to be rude but I'm trying to get this out before I go to sleep.

Counter point one
I know all about Bruising. Read my posts on the subject, especially #173 in this thread.


Counter point two
The Incarnate system may have done OK by Tankers so far, but I have two, soon to be three, Tankers that are up against the damage cap or are so close to it they don't receive full benefit from their Musculature Alpha boost or any future damage boosting slots or abilities they may add. That doesn't give me a lot of room to grow.

Lore: I rolled a Tanker, not a Mastermind, so Lore pets don't get me off, effective as they are.

Judgement: is somewhere between a party favor and chore to me at this point. They made darn sure it wasn't as effective in the content it's intended for as it is for level 50 trash mobs. And to me, using it for that purpose is the equivalent of using a level 50 Foot Stomp on gray Hellions in Atlas park.

Interface: I can't complain.


Counter point 3
I don't want Tanker AoE anything improved. I've stated my reasons.


Counter point 4
See counter point 3


Counter point 5
I think Tankers already pull more than their weight on teams.
I don't agree that increasing the aggro cap holds any improvement to legitimate players or will improve redundancy issues and under no circumstances will I agree to it so no use in trying to convince me.


Counter point 6
Tankers get the shaft for being a 'team archetype' while Scrappers and Brutes can get on leagues and start their own teams just as easily and still solo better.

The holy trinity is a ridiculously outdated ideal and has no place being shoved into the comic book genre at the expense of that genre's own ideals, conventions and tropes.


My musing on your musings
A 36% damage buff will do little to improve the damage of a character already hitting the damage cap. Either all Tankers get a buff or none of them do.

Even if they raised the cap to make room for this, even I think 36% is excessive. 15% is pushing it. 0% is fine.

I stated on the first page and numerous times in the thread: I don't think Tankers need, (and I don't even want) a blanket damage increase for all Tankers. I want the damage cap raised and a few more options for better damage in the Tanker Ancillary/Epic pools and Incarnate boosts. Maybe one that temporarily trades off some mitigation for increased damage.


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Complaining that your tanker doesn't deal enough damage is akin to complaining that your stalker doesn't have enough control.

Sorry, but it's true. Tankers are not, and were never meant to be a primarily damage-dealing AT. They have always been intended to fill the TANK role on a team.

How do I know this? Look at the layout of the power sets available to tanks. Their Primary power sets are mitigation sets. Their damage powers are their Secondary power set.

Do you invite a Defender to your team because you want a direct damage dealer? No, you invite a Defender to your team when you want buffs and debuffs. Tanks are the same. You don't invite them when you want damage, you invite them when you want agro control.

It's not really you that I have a problem with Johnny. There have been occasions on other topics where we have been in agreement.

My problem is with your insistence that tanks be shoehorned into a role they were never designed to fill. If they were meant to be the main damage dealers on teams, their damage dealing powers would be their Primary sets, not their Secondary.

And I'm sorry, but clinging to how things are in comic books as justification for insisting that tanks deal more damage is ridiculous. Comic books have writers that can adjust powers to do as much or as little damage as they need to to move the story along.

Video game designers have to balance things like mitigation versus damage output so no one AT is clearly better than another. The comic book notion of a super tough, high damage character is one of the first things that MUST be tossed out the window, because it is not balanced in a video game where no character type is supposed to be superior to another in all situations.

It's been explained to you countless times, and you keep refusing to accept that there is a valid balance reason for tanker damage to be lower than other melee ATs.

I'm sure I'm wasting my time explaining it again, but I have to try in the hopes that you'll get it one of these days.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

What I would really like to see for tanks is a normalization of the tier one attacks. Bruising is a core mechanic of the at now, but certain secondaries are at a disadvantage using it due to animation and or recharge times. Kinetic and Dark have greatDPA and recharge, and also can proc the help out of it. Jab is horrible, ice is slow animating and stone is slow recharging. If they were all set to .83 cast and 3 second recharge I would be ecstatic.


 

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Originally Posted by Johnny_Butane View Post
Counter point two
The Incarnate system may have done OK by Tankers so far, but I have two, soon to be three, Tankers that are up against the damage cap or are so close to it they don't receive full benefit from their Musculature Alpha boost or any future damage boosting slots or abilities they may add. That doesn't give me a lot of room to grow.
I am genuinely curious as to why you would want to take musculature on a toon that is already mostly at the damage cap. Sure, some of the benefits ignore ED but still, it makes as much sense to me to gripe that a resistance capped tank doesn't get much benefit from the resiliant alpha tree. I know you are aware that you can close up some other gaps (end, recharge) with your alpha options, so I don't understand this complaint at all. Mostly because if anything, It gives you more room to grow. Just out in other branches.

I have a few toons that have so much recharge, I don't really need to slot a spiritual. However, if I need to absolutely eek out just a smidgen more, I can, but I understand that the toon doesn't get the full benefit from it and thats the choice I made. I have no one to ***** to besides myself, and if I do *****, why should anyone listen?

If tanks were to be buffed, and were given more damage, would I roll a couple more? Possibly. I dont think it is nessessary though.


 

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Originally Posted by Aett_Thorn View Post
Did I miss any?

I'd like to point you to my first post in this thread, #23 if I'm not mistaken. I listed my own 2ยข's worth of suggestions. May I specifically direct your attention to my fourth point? As I said, it's... Controvertial to be sure, but it would DEFINITELY make Tankers welcome in most current end-game content.


 

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Quote:
Originally Posted by SinisterDirge View Post
I am genuinely curious as to why you would want to take musculature on a toon that is already mostly at the damage cap.
I was using that as an example that even by the first Incarnate slot in, those tanks are already against the wall.

Quote:
I know you are aware that you can close up some other gaps (end, recharge) with your alpha options, so I don't understand this complaint at all. Mostly because if anything, It gives you more room to grow. Just out in other branches.
Ageless gives you recharge, and even before it, endurance isn't an issue. I don't care much about getting more survivability because that's easy. Barrier, Rebirth. I don't even bother with Tough and Weave. Never had to since issue 12 or so.

Endurance is not an issue, already impressive recharge, no survivability needs that can't be met as the situation demands. There are no more branches worth pursuing.

And I'm against or getting near the damage cap and I didn't even build specifically for damage

This is two, nearing three of my Tankers I'm talking about.


So, riddle me this: if I'm such an idiot who knows nothing about how this game and its systems work, as many seem to act like I am, and I'm able to hit this point only half way through the Incarnate system, what are average, and even competent players going to do with their Tankers as we get deeper into it and they start running to these issues?

Oh, wait, maybe I answered my own question. Competent players aren't going to take their Tankers this far. They're going to work on their Brutes who have nearly the same defensive potential at caps (minus 10% max HP) but have way more damage potential than Tankers.

Silly, stupid me for taking a Tanker and not trying to build for more superfluous survivability and thinking they deserve to have the same potential to grow offensively and defensively as Brutes do.


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Posted

-Add suppressive effects to non-damage mechanics when tankers taunt or to their aura. Leadership powers, self-buff, and secondary effects of attacks of PVE critters would be subjected to some sort of decriment due to the disruptive/taunting presence of a true tank - tank "breaks the will/co-ordination" of the target(s) - similar to PvP effects on us, but only with the taunt and/or aura (all tanks have some aura, right?)

-Higher base regen either as larger regen on ticks or shorter tick interval (or both - doubtful) modest increase to health wouldnt be bad either.

-area of effect of taunt (aura and/or taunt power) scale with team size

Edit: This plus a damage cap addition of 150% (total 550%) could be part of revised Guantlet that would act like Domination for Dominators. Would be built-up by Punch-voke and taunt, then discharged as a clicky exactly like domination, but the effect would be the supression of taunted foes (foes tagged as taunted either by aura or taunt itself). Duration of effect? Hmmm.... 30sec with a 10sec cooldown where no amount of taunt or puching would contribute to building Gauntlet, so 30sec on ~30sec off? IDK. Tank gets a dam buff (the added 150% only when Gauntlet in effect); baddies get suppressed. Good for the tank and good for the good of the team.


Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server