Tanks vs Brutes
The only thing I can think of is he has to be talking about ATOs. 10% S/L defense from 4 slots (2 already come with the powers you slotted in) is a pretty nice step up. But in a straight up SO situation (which he claims is his perspective), this is just plain silly to say.
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Given the caps that Brutes have I can see no reason to build any melee AT except a brute - other than for play style.
I certainly won't be rolling anymore Tanks as things stand currently.
Oh well Tankers, as the saying goes "at least you've got your health!"
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
I don't consider myself a min/maxer, my main reason for playing an alt is fun. However i would still want a decent performance to investment ratio.
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It's simple arithmetic.
The game is balanced around SOs.
However, with IOs and incarnate abilities, it is possible to cap just about everything. Ergo the AT with the highest caps wins.
But it's a meaningless victory, since there is no content in the game so difficult that an all brute team could complete but an all tank team could not.
Just as tanks have "excess" survivability, Brutes have "excess" damage.
I really should do something about this signature.
TEH WERDZ ON SKREEN HURTZ MI BRANE!
So there goes the build flexibility (for non positional defence builds), that Tanks had.
Given the caps that Brutes have I can see no reason to build any melee AT except a brute - other than for play style. |
Stalkers present a very different play style and performance from the other three melee ATs now. They are very much their own animals compared to the other three melee ATs.
Scrappers, I'll admit how people can see they lost some of their uniqueness with the increased focus on Criticals on Stalkers, but I've always thought the appeal of Scrappers was how...uncomplicated they are. Attack. Attack. Attack. Without regard for a Fury bar or Assassin's Focus combos or teammates/patrols/their own HP. If I had my druthers I'd have given Bruising to Scrappers(instead of Tankers) on all their attacks (called 'Wounding' or something) and lowered their damage slightly to compensate so they broke more or less even. Then they'd have something that Stalkers didn't and would contribute more to a team.
Regardless, Stalkers becoming good certainly hasn't really hurt the Scrapper population numbers. Yet. It's something to keep an eye on.
Tankers...yeah.
The core problem is that we have too many melee ATs. IMO, we only really need two; Stalkers and Tankers, the two extremes. Of course they're not about to remove Scrappers and Brutes from the game, so that leaves us back at square one.
.
You heard it here first, kids:
City of Warriors and Rogues! If you're not a meatshield or invisible backstabber, get thee to a nunnery!
>.>
I keed, I keed. I do think Tankers need...something. I, personally, have no desire to play one other than "get all hero ATs to 50" and it's the last one I need.
Carl and Sons @Aurora Girl (Pinnacle)
The only thing I can think of is he has to be talking about ATOs. 10% S/L defense from 4 slots (2 already come with the powers you slotted in) is a pretty nice step up. But in a straight up SO situation (which he claims is his perspective), this is just plain silly to say.
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Also on a side note, the Tank ATO seems to have poorer values for all but health compared to the Brute. Did the dev's ever explain why?
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
In my experiences, the difference between Tankers and Brutes is that Tankers have the ability to command the aggro more easily. Yes, Brutes can taunt and manage aggro. But, from my observations, they have to put more effort into it.
However, the greatest difference to me is explained like this...
If you want to play a melee AT that can tank, play a Brute. Those who play them can easily get away with being poor at tanking by using the excuse of "I'm not really a tank."
If you want to play a character through which you can force your opponent to move and act according to your whim and herd them like cattle, then a Tanker is what you want. Yes, others can step into the role of "tank" when coming up against certain situations. But, they can never really replace your ability to step up and make the mobs completely ignore your team with Taunt -- a power that is as effective as any other power and requires no additional slots to be useful (though the Taunt IO sets do offer some good bonuses).
And, it also relies heavily on how well the person behind the Tank/Brute plays. Anyone can jump behind a Tanker and do OK. But, there is a level of "skill" that only shows with experience.
@ Dr Gemini
�If we would come together and be great role models, it would be amazing to see how the next generation turns out.� |
So...what you're saying is Tankers are Tankers because of Taunt the Power?
...
No...?
Carl and Sons @Aurora Girl (Pinnacle)
If you want to play a character through which you can force your opponent to move and act according to your whim and herd them like cattle, then a Grav/Storm Controller is what you want.
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Tankers still run into mobs that prefer ranged and won't close in past a maximum firing distance, and anyone with an attack and a corner can herd by breaking LOS. Being able to say "get in that corner and stay there" can be done with lots of things, but I'd have to say that a Tanker isn't the best possible combination.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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In my experiences, the difference between Tankers and Brutes is that Tankers have the ability to command the aggro more easily. Yes, Brutes can taunt and manage aggro. But, from my observations, they have to put more effort into it.
However, the greatest difference to me is explained like this... If you want to play a melee AT that can tank, play a Brute. Those who play them can easily get away with being poor at tanking by using the excuse of "I'm not really a tank." If you want to play a character through which you can force your opponent to move and act according to your whim and herd them like cattle, then a Tanker is what you want. Yes, others can step into the role of "tank" when coming up against certain situations. But, they can never really replace your ability to step up and make the mobs completely ignore your team with Taunt -- a power that is as effective as any other power and requires no additional slots to be useful (though the Taunt IO sets do offer some good bonuses). And, it also relies heavily on how well the person behind the Tank/Brute plays. Anyone can jump behind a Tanker and do OK. But, there is a level of "skill" that only shows with experience. |
The only advantage tankers have over brutes for gathering aggro is Gauntlet. There are two problems with Gauntlet: Taunt is just a magnifier for aggro. The multiplier is based off duration. On it's own it does little (unless it has a huge duration like Taunt The Power.)
This makes tanker Taunt powers not do much unless you also hit them with some attack, and since the attack that hit them taunts, at that point Gauntlet is not helping you get aggro, the damage attack did.
Brutes have that same capability. All their single target and AoE attacks can taunt. Their auras can taunt. And their Taunt The Power is identical in every aspect to the Tanker version.
The brute has zero disadvantages to do all you listed above (other than surviving the aggro, something you didnt list above.)
I mentioned this earlier but here it is again (and revised) this is what the tanker would need to comply with the "it's easier for tankers to gather aggro":
- All Single Target tanker attacks should have a 17ft Gauntlet Radius.
- All Gauntlet effect must land some form of debuff in order for the Taunt effect to actually make a real impact.
- All Taunt Auras should have a 15ft radius.
But once you have a support AT in the team, the brute can be also supported to the level of survivability needed for them to do the job. This results in tankers being ideal only if the tanker is facing content that favors their build (S/L content for Invuln) or are IOd (but the game must catter also to the F2P players that can't IO.)
This is not to mention the fact that teams with enough support find the role of the tanker nearly entirely redundant.
In short: Although a tanker can be proven useful if you want to prove him useful, there are too many situations that make one of the worst picks on too many teams, even to fill the job he is designed to fill.
Here is my personal favorite Tanker vs. Brute comparrison :
Fire/SS/Pyre tank - 90% S/L Res 65 - 79% Energy/Neg (depending on Tanker ATO Proc) 90% Fire / 56-70% cold res. Toxic 75%+ depending on how much I want/need to stack healing flames.
50% Heal every 12.5 seconds 35% S/L/Melee defense, 2450 HP.
Double rage + Firey embrace KoB - 947 damage. With brusing 1136 damage.
Footstomp (Same effects) - 343
SS/Fire/Soul brute
69% S/L Res 46.5% Energy/Neg 90% Fire 44% Cold 57 ish% Toxic.
50% heal every 12.0 Seconds. 40% S/L 30% Melee defense. 2050 HP.
Double rage + 70 Fury + Fiery embrace KoB 1185 damage.
Footstomp (Same effects) - 440
Personally, while more damage is all well and good, I'll take the god like survivability along with respectable damage.
How do you figure that's "god-like" survivability?
Again, I make the point: It doesn't matter how survivable you are if the things attacking you *aren't* attacking you. It's the same argument I make for Controllers not necessarily "needing" to softcap anything. If they're mezzed (or in the Brute's case, defeated), they aren't attacking and your resistance/defense/regen/healing doesn't matter.
The faster and more efficiently you defeat your enemies, the less survivability you need.
Carl and Sons @Aurora Girl (Pinnacle)
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I think the point was that after giving the Tanker the 20% bonus for Bruising (which uses animation time) the numbers on damage were fairly close on KOB with 78% of the damage on Footstomp in the best possible situation for the Tanker, while the resistance numbers are greatly skewed in the Tanker's favor. Of course the numbers provided are solo and without outside buffs - throw in a single Fulcrum Shift and watch the damage difference stretch out to a vast chasm when the Tanker is capped at +400% (around +45% of the FS assuming ~95% damage slotting) and the Brute has room for +135% more buffing.
When you're on a large enough team, Bruising is going to give the edge on the target(s) that it's affecting because the rest of the team's damage can overcome the difference - they get a 20% bonus as well, and if that total surpasses the difference in personal damage you're better off with the Tanker. Well, as long as you're not trying to stack it with other Tankers, because it won't stack. But you also have to account for the lower damage on things that Bruising isn't on, which is why it's not a hard-and-fast "Brutes are always better" or "Tankers are always better".
I prefer Brutes personally. That is my opinion. That does not mean it's factually correct to say that "Tankers will always work better for holding aggro" or "Brutes will always be more useful". As a general case, Brutes will usually do more damage and have enough survivability to perform the tasks you would want either AT to perform.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Nitpick here. Tanks have a larger aggro modifier than brutes do. This makes enemies more likely to aggro on them and more likely to close in to melee range when they are aggroed.
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It comes back to damage and taunt duration between those ATs. You are correct with regards to Scrappers pulling aggro from Tankers, though.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Nitpick here. Tanks have a larger aggro modifier than brutes do. This makes enemies more likely to aggro on them and more likely to close in to melee range when they are aggroed.
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Edit: Neither of these increases threat radius (you would need a self -stealth that takes you to negative stealth radius for such a thing, as far as i know)
Was something revealed I don't know about while I was away?
Not sure what you talking about. The only aggro modifier I know about are the inherent taunt modifier (that is the same for both ATs) and Threat Level (that is 4.0 for both ATs.)
Was something revealed I don't know about while I was away? |
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
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"I was just the one with the most unsolicited sombrero." - Traegus
if you are going for performance, than only fire/rad and fire/kin controllers matter
I find it very funny that people spend so much time agonizing over minor performance differences between two marginal AT's in teams at incarnate levels with purples.
as noted already - any non-buffing or debuffing AT in a team is simply filler for the buffers and debuffers to work with.
a brute makes a better pet for a controller than a tanker at incarnate levels
a tanker makes a better teammate than a brute for a controller at low levels
Same Energy Resists as the Tanker (as Brutes hit 90% Energy Resist on their own with ELA) and the use of purple skittles.
All the ELA Tanker has over the ELA Brute in that setting is a few more HP for a bit more of a Self Heal, and a bit more Regen from the Self Heal. Not to sure if the HP difference is enough to survive to many more hits to make a difference (but possible).
One of the reasons I'm for Brutes having a 85% Resist cap.
But the important distinction here is: a Brute could, in theory, do that. But none of the Brutes in my league did. I've never managed such a dramatic turnaround via Brute-tanking, myself, even though it obviously could happen, in principle. The difference between what a Brute can in theory do if certain favorable assumptions hold and what the Brute will *actually* do in real situations is difficult to quantify, but sometimes important.