What is the Role of a Tanker
Tankers too are body guards. They're put into much the same situation as Happy, and they do about as poorly, IMO. Thing is, I don't find it all that funny. YMMV.
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That sounds like an accomplishment to me.
No game patch can fix self-loathing.
Im thinking that there is nothing wrong with tanks.. just that there is something wrong with Johhny Butane's tanks...
LOL !!!!
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-
Alright, I just did a comparison from my Dark/MA tank to my Claws/Dark brute. I figure that it's a pretty valid comparison since they are both slotted in much the same way.
Unless I'm completely inept at attack chain math, here's what the single target DPS numbers work out to:
Tank -120.19 DPS
Brute - 146.53 DPS
That's only a 20% difference, and I know the tank can survive well more than 20% better. The tank number is factoring in bruising, but the brute is taking into account Hasten, which is only up about three quarters of the time.
I guess I'm just not seeing tanks as weak as Johnny is.
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
I don't believe that direct comparison between Tanks and Brutes is fair because they're NOT designed to do the same thing. Brutes are Redside Scrappers with a different damage mechanic is all. Redside characters don't NEED a Tank as much because the ATs were designed to be more independant than Blueside. However now that either side can play where they want we have this conflict between Brutes and Tanks.
I'd like to see hard numbers on how much negative impact a Tank will have on a Brute in the same team. Run a Brute and a Scrapper with the Shield Secondary together and record the result through one mission full of mobs. Then rerun the same mission with the Brute and a Tank. Is having someone else with a Taunt aura around REALLY going to reduce the Brute's Fury that much?
As Arcana mentioned above there are other reasons for a Brute to have his Fury reduced. If a Controller locks down the mob first then he gets hit less. If a Blaster flattens them before they get off more than one attack he gets hit less too. Yet I've never seen a Brute player on my team say 'Let me get all the aggro and get whupped on for a few seconds before attacking.' If he did there would be LOLs all around.
Inventions is part of the problem here I think. With Kinetic Combat and other sets a Scrapper or Brute can approach Tanker levels of Defense while a Tank can't use the same idea to do the same with his damage output. Back when everything was capped at SOs the lines were more distinct. Now Inventions, and therefore the time and Inf the player is willing to sink into a character, seems to be more important. A Tank with SOs or generic IOs will be overshadowed by a Brute or Scrapper with 15 billion Inf in his build.
I'd also be willing to bet that most of the Tanker players grousing about losing aggro to a Brute (or vice versa) are the uber-leet types who worry when their DPS goes down 5% and they want to know why. If I'm Tanking I'm in melee. If a Brute or Scrapper strips aggro from a mob I'm fighting then he's probably in the fight right next to me. The mob hasn't gone anywhere...all the same conditions apply.
I still believe that the Aggro rules should be altered slightly so Tanks once again reign supreme at holding aggro but that's because it's what they do. If you take that away from them then they're just really tough low-damage Brutes and Scrappers.
"Comics, you're not a Mastermind...you're an Overlord!"
Incidentally, I know it's kinda weird for me of all people to be pointing to the topic drift, but I think it's worth underscoring that this thread, from Ultimo, is about the idea of adding ranged attacks to tankers, which I'm against because it diminishes the distinction between ATs, because it gives more survivability to an AT that doesn't need it, because it's tricky to implement and because I can't see what the game really gains from it.
In this strand of topic drift, we're discussing JB's favourite bugaboo of 'Tankers Need Moar Damage' where he tries to rearrange the order of the words and hope we don't notice, which prompts me to remember something I did the last time this happened. I was playing my non-IO'd shield/ss tanker, in Crey's Folly, and thought I'd see how 'slowly' I defeated enemies. Not 'how much slower than a scrapper', but how much actual time it took me to kill things. With fairly standard slotting, no hasten, no recharge in attacks, The normal tactic of this character is to leap into a +0 spawn and shield charge them and then kill the lieutenant that was still standing. Since getting Foot Stomp, it's become leap in, Foot Stomp, Shield Charge, one-shot the remaining lieutenant. I do this primarily because it's fun and it makes me giggle to watch a large pack of freaks drop all at once. However, that's not really all that clear - after all, shield charge takes time to recharge, so I can't do it every single spawn. I alternate by bashing faces of lone or paired bosses in the area. Plus 'the activation time of two attacks' isn't really meaningful data for this little curiosity of mine. I waited until Rage was ready to go, then clicked it and closed in on the a trio of red (+1) freakshow tanks and just laid into them. Between that point and the crash of Rage, I killed all three bosses, killed one that had rezzed, and was halfway through killing the next that had rezzed. So in 90 seconds, that's 4.5 bosses. 20 seconds for a +1 boss. How much faster do I have to be before it's good enough? Twenty [censored] seconds. |
From later in the same thread:
I fear that too many people have been spoiled by playing the high end game that they don't realise it's not what things are balanced around. I fear even more that when I make a point and ask a question, people blithely ignore it because it's inconvenient to try and say 'Yes, you should be defeating +1 bosses, without IOs, faster than twenty seconds each, because otherwise I won't feel Super.' It does sound a little silly.
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Alright, I just did a comparison from my Dark/MA tank to my Claws/Dark brute. I figure that it's a pretty valid comparison since they are both slotted in much the same way.
Unless I'm completely inept at attack chain math, here's what the single target DPS numbers work out to: Tank -120.19 DPS Brute - 146.53 DPS That's only a 20% difference, and I know the tank can survive well more than 20% better. The tank number is factoring in bruising, but the brute is taking into account Hasten, which is only up about three quarters of the time. I guess I'm just not seeing tanks as weak as Johnny is. |
Odd....
Is that brute the same one you have posted on yer blog? If so, you should get NoChain.
I ran it through NoChain and got 152 dps with a three-attack chain, single stacking followup, and ignoring Death Shroud, which should add around 15 dps. (Assuming I'm reading this right.) I also didn't calculate up the -resist proc...becuz I'm lazy and not too smert.
167-ish is still not barn-burning territory, but that build is pretty much a 'defense heavy' buildout (of which I approve, performance space isn't all about damages, ya know).
Anyway, NoChain is posted here:
http://boards.cityofheroes.com/showt...hlight=NoChain
If you're as bad as I am at attack chains, it's darn useful It's not perfect, but it'll get you started down the right path for sure.
I couldn't find your tanker build, or I'd have run that too, to see if you could get a little more oomph out of it. Assuming you care. I usually just hit whatever buttons are closest.
The reality of Tankers at present reminds me of a scene from Iron Man 2.
Remember that part where Black Widow and Happy Hogan go after Vanko and end up fighting Hammer's security guards? Happy shows off his boxing 'moves' and barely manages to defeat one guard while Widow cuts down about a dozen in the same time span, and by the time she returns he's exhausted and spent? That's Tankers. As a former boxer and body guard, Happy Hogan may be better at hand to hand than the average Joe, but his ability is nothing to trumpet and pales before a real fighter. In the end, he's comic relief. A joke. Tankers too are body guards. They're put into much the same situation as Happy, and they do about as poorly, IMO. Thing is, I don't find it all that funny. YMMV. . |
If Happy had been a Tank he would have insulted every guard in the place, and stood there while they punched/stabbed/shot him. (ineffectually throwing punches? sure...) and the Widows job would have been that much easier.
get it right at least, sheesh.
Current active characters: Dragon Maiden (50+3 Brute SS/WP/PM), Black Widow Maiden (50+1 Night Widow), Catayclasmic Ariel (50 lvl Defender - Kin/DP), Quantumshock (50 lvl Elect/Energy/Energy), American's Defender (38 lvl Tanker - SD/Mace), Spider-Maiden (15 lvl Corruptor - RB/PD) & Siren Shrike (15 lvl Defender - Sonic/Sonic). My entire stable.
If Happy had been a Tank he would have insulted every guard in the place, and stood there while they punched/stabbed/shot him. (ineffectually throwing punches? sure...) and the Widows job would have been that much easier.
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That's spot on accurate as far as I'm concerned.
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Odd....
Is that brute the same one you have posted on yer blog? If so, you should get NoChain. I ran it through NoChain and got 152 dps with a three-attack chain, single stacking followup, and ignoring Death Shroud, which should add around 15 dps. (Assuming I'm reading this right.) I also didn't calculate up the -resist proc...becuz I'm lazy and not too smert. |
Likewise, I didn't even bother with the -res proc. The math involved in that scares even me. I use the power once every 4.2 seconds, it lasts for 10 seconds with a 20% chance to proc... Eh, thinking about it it's not too scary. I dunno. I'll come back to it.
I am aware of NoChain, but I feel it doesn't accurately account for things like "using Follow Up every chance you can."
I agree, Johnny, that is spot on for a scenario where a level 22 Scrapper with SOs (Widow) sidekicks a level 1 Tank (Hogan) and plays a Council mission set for -1/x4.
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
The first spawn of guards was the lone one watching the door. Widow went ahead and finished the map while Hogan was still struggling with the first mob.
That's spot on accurate as far as I'm concerned. . |
But now you are saying if the tank sees a minion at the beginning of the map they must stop and play with the minion, while the team charges ahead.
I can see why you think Tanks are really really bad.
The vast majority of controllers I've seen, including me, do not wait for a tanker (or brute) to establish aggro before applying controls. If you're a brute and you've acquired aggro before I've dropped controls into a spawn, its because you can run really really fast or my PC is lagging that day. However, even if this were true, controls landing *after* aggro is acquired would still have a very serious impact on Fury. Due to the mechanics of fury, it takes several seconds for Fury to reach maximum equilibrium during which time controls would sap a significant amount of incoming attacks. Fury has a throttle which limits the maximum amount of fury you can acquire per second baked into its mechanics which forces this to be true.
I don't see how your evaluation of why people bring tankers to teams is relevant to whether tanker damage stacks with tanker damage. If a controller is brought onto the team specifically because of controls, does that mean controller buffs don't stack? Does perception somehow affect performance? As to your assessment of tanker vs controller damage, there are a lot of low damage controllers and a lot of high damage tankers. The notion that one of them significantly outdamages the other on average across the archetypes is in error. The point that was being made in other threads is not that people specifically go out of their way to herd, its that taunt auras collapse the area that spawns naturally start off in, and then prevent NPCs from running or scattering. This simultaneously makes them a better target collectively for AoEs and also easier targets for melee to attack - which also reduces the advantage of having ranged damage and increasing the relative utility of melee damage commensurately. |
Sure, controllers do play in a variety of styles, and control in general lowers fury generation. So does defeating mobs, and aggro managment. And yet, there isnt this persistant string of new threads and comments about how brute fury is too hard on teams, or how brutes need help, or how brutes are just meh in general like seen on the tanker boards. Brutes are fine. hell tanks are fine IMO, but I think a new inherent would make them awsome, instead of fine.
More then one tanker on the team is 9/10 overkill on aggro management. In an overall team performance evaluation, once you have one tank to manage aggro, you look for other stuff, including more dmg. A tanker brings more dmg, but not as much as an AT designed for it. Hence, tanker dmg dosnt "stack" as a dmg AT like a blaster will bring a whole lot more to the team. Blaster dmg stacks because as a whole, the blaster AT brings the most dmg to a team. other dmg AT's can do the same in various ways. tankers are surpassed in both AOE and ST by another more dedicated dmg AT.
Tanks and Controlers are not that far apart on dmg. Except controlers have force multiplier sets for a secondary. So even though their dmg is comparable, the controler secondary, even with mulitple controlers on a team, will still aid the team where multiple tank aggro managment will not.
As far as collapsing spawns, eh. Any AT can do that is they can survive the heat. And tankers dont get to cpndense a spawn eigther if they play with your controler which you admit throws down mass control before aggro is established on these taunt auras. if a team waits a few seconds for the spawn to collapse, then a scrapper can do the same by taking the alpha. or a brute, or a kheldian dwarf, or a SoA, or a sufficiently IO'd or buffed character even somtimes.
I do agree taunt effects can help mellee from time to time, what with the sort of newish "run away" AI the foes have now. but you dont need to play a tank for that, brutes get punchvoke too. And really on a big team there is enough ranged dmg thrown around a runner or two is just insignificant clean up for a team mate or two while the pointmen/women begin trecking to the next fight.
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More then one tanker on the team is 9/10 overkill on aggro management.
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Only if you're trying to aggro the same stuff. Go aggro some other enemies and bring them back, or stay there and wait for the team to catch up, or split up the team and double the fun.
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Originally Posted by The Last Rule of Tanking
On faster teams where you feel comfortable enough, it becomes beneficial to play a game of leap frog with the main-tank. What I mean is to jump ahead of the team and get the next group of enemies compacted on you. When they finish the group they are fighting, the main-tank will run ahead of you and do the same thing while the team quickly burns down the group you have clustered. The team will bounce between tanks, always having a groups of already bunched up foes to defeat efficiently.
Occasionally, you will be on a large team that can operate faster as two small teams. Most often, this will be in cave type maps with multiple paths. Essentially, you take half the team with you and start playing the main-tank for your members while everyone else goes a different way. As soon as you rejoin the other group, though, be sure to revert to your off-tank mentality. |
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Only if you're trying to aggro the same stuff. Go aggro some other enemies and bring them back, or stay there and wait for the team to catch up, or split up the team and double the fun.
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Contrary to what some people say, there is a point of rapidly diminishing returns on damage on a single spawn. Its simply not true that "more damage is always better." That extra damage can get lost in massive overkill or inefficiency: hitting something with a single target attack that will get hit by a finishing AoE anyway a second later for example.
I've been an advocate of the "tanker leapfrog" tactic for years, but I've also pointed out that steamroll teams with tons of damage do it also with the actual damage dealers: some damage dealers skip over a spawn they get to last, and instead of just pumping damage into nearly dead things they blow past it and attack the next spawn. If you have enough damage - and aggro control - you can leapfrog even and odd spawns.
If you haven't been on a steamroll team that does this, the more modern iteration of this tactic tends to happen in the Lambda trial where incarnates with lots of Judgment powers have so much AoE they start leapfrogging the outdoor spawns.
So in fact there is no such thing as "too much aggro control." There is oversaturation of aggro control for a single spawn, but that's also true for control *and* damage. When you have enough aggro control and damage, leapfrogging becomes a viable tactic. And in fact if you have enough aggro control and mitigation, it becomes a viable tactic even without overkill of damage. Its not true in reverse: overkill in damage cannot be leveraged into leapfrogging without some minimum amount of extra aggro control or damage mitigation.
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I don't see enough leapfrogging with two tanks in team.
Usually, Tank A herds fast, Tank B gets to that herd, shares aura space, spawn dwindles to safe amount, Tank A preps next group.
Spawn dwindles to safe amount without Tank B, Tank B could of prepped next grp.
But Tank B, would need to feel safe, would team catch up and support in time? Tank A has left spawn early for a mop up, the time for the mop up would be equal to that time it takes Tank A to herd next grp, constant flow.
Tank B should of just leap frogged, and if needed find themselves rescued by Tank A.
You should find if done well when one or the other Tanks has sustained too much damage to begin next group, the one with the least health to regain to full will.
This alternation would of sped up when I Firetanked the entire Atta mish with no support (if there was a another tank) but even then there is a way I like to see things get done because what can happen is poor herding decisions.
So then do we not only live in the hope of a good frog, but a good herder too who has an idea on safe herdpoints offering range for all to attack outside of enemy perception + range for rangers to attack from from (two flagpoint fighting).
But most people only make 1 Tanker and even by 50 there is still tonnes to actually learn. I swear some people have more to learn post 50.
Sharing a team with another Tanker is usually never optimal, not because of what Tanks are but of what the player knows.
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.
I wholeheartedly agree with the leapfrogging. The example of the outdoor Lambda Trial should make it clear to everyone. I absolutely will not Judgement a "stale" spawn. I want a fresh group to slam with my nuke lol. I cannot imagine anyone not realizing that or wanting a fresh spawn themselves.
Okay, I retract that. I can imagine one guy saying "Look, there is a minion. You gotta stay with it bro, i do not care if the team has leapfrogged 7 spawns by now, you gotta stay with that one minion"
I wholeheartedly agree with the leapfrogging. The example of the outdoor Lambda Trial should make it clear to everyone. I absolutely will not Judgement a "stale" spawn. I want a fresh group to slam with my nuke lol. I cannot imagine anyone not realizing that or wanting a fresh spawn themselves.
Okay, I retract that. I can imagine one guy saying "Look, there is a minion. You gotta stay with it bro, i do not care if the team has leapfrogged 7 spawns by now, you gotta stay with that one minion" |
When its working well, no one is redundant or idle unless they choose to be. There is no such thing as too much taunt, too much control, too much damage, or too much buffing. Its all good. Granted, its a corner case.
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Shaking his head sadly, he looked at it. It was a dreaded minion. It stood there, by itself, at the front of the map. The Tanker knew what he had to do. He would engage that minion, and defeat it.
The Tanker was sad, but stoic. The Tanker knew that it's heavy armor and large health pool could be much better used by the team further in the map, soaking up the enemies attacks and mezzes. But there stood that minion, alone, and this situation just could not be tolerated.
So, throwing strategy, tactics, caution, good sense, and sobriety to the winds the Tanker engaged that minion. With punch and brawl alone (Honor dictated not using anything more powerful tan a tier 1 attack against a lowly minion) the Tanker slowly beat the minion down and arrested him. Sigh.
The team was long gone now. The Tanker thought how useful he would have been if the team had waited for him, how he could have helped. But, as he stood over the arrested minion, he knew that he had done this job and done it well.
Odd....
Is that brute the same one you have posted on yer blog? If so, you should get NoChain. I ran it through NoChain and got 152 dps with a three-attack chain, single stacking followup, and ignoring Death Shroud, which should add around 15 dps. (Assuming I'm reading this right.) I also didn't calculate up the -resist proc...becuz I'm lazy and not too smert. 167-ish is still not barn-burning territory, but that build is pretty much a 'defense heavy' buildout (of which I approve, performance space isn't all about damages, ya know). Anyway, NoChain is posted here: http://boards.cityofheroes.com/showt...hlight=NoChain If you're as bad as I am at attack chains, it's darn useful It's not perfect, but it'll get you started down the right path for sure. I couldn't find your tanker build, or I'd have run that too, to see if you could get a little more oomph out of it. Assuming you care. I usually just hit whatever buttons are closest. |
I put my Inv/SS tank and SS/Inv brute through NoChain and came up with 125 DPS for the tank and 143 DPS for the brute. I adjusted for the Rage crash downtime and assumed a steady 80% fury bar. That's less than 15% difference and I didn't even include the effect of Bruising.
Maybe my brute build sucks? Does 143 DPS at 80% fury seem like reasonable performance for a SS/Inv brute without Hasten?
The reality of Tankers at present reminds me of a scene from Iron Man 2.
Remember that part where Black Widow and Happy Hogan go after Vanko and end up fighting Hammer's security guards? Happy shows off his boxing 'moves' and barely manages to defeat one guard while Widow cuts down about a dozen in the same time span, and by the time she returns he's exhausted and spent?
That's Tankers.
As a former boxer and body guard, Happy Hogan may be better at hand to hand than the average Joe, but his ability is nothing to trumpet and pales before a real fighter. In the end, he's comic relief. A joke.
Tankers too are body guards. They're put into much the same situation as Happy, and they do about as poorly, IMO. Thing is, I don't find it all that funny. YMMV.
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