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Everything posted by Erratic1
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I am confused why there is the image of one of my Tankers on that thread.
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When people suggested doing anything to improve Brutes in any way, Tankers flooded these forums to declare nothing needed to be done. Maybe they should have been a bit more receptive, eh?
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If your Defender, who does not have expanded area or target caps, was keeping up with your Tanker pre-nerf, you were doing something wrong on your Tanker.
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EA gets you +Recharge while in the midst of enemies.
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You mean this Psychokinetic Barrier? The resistance lasts for 45s and the recharge time on the power is 60s. To maintain 3 stacks* , you would need to have +200% Global Recharge on top of +100% in the power itself--not exactly a trivial thing and certainly not something autocast will deliver on its own. And the default 20% is not really much in the way of protection. *Mid's does not indicate is possible, but then Mid's can be wrong. Could you perhaps toss out a screenshot of it triple stacked?
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Or maybe they knew there would be a contingent of Tanker fans who would be hyperbolic about any change, intentionally overnerfed, so that when they stepped back to where they wanted things to be everyone would be going, "Whew, dodged that bullet."
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Were people complaining about farming? No. Then your own logic has hung your position. Farming is meaningless in team situation too, but supposedly it mattered to what occurred. You're not exactly being consistent here--is it teams are the only thing that matter or farming was too good? Then why are you complaining about what changed? Tanker damage on teams is an afterthought, surely? Your role is to hold aggro and survive. Nothing in that regard has changed. Edited to be less confrontational
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So Brute, who were top farmers, did not get nerfed, but Tanker, who took the spot when improved some number of years ago--and it was years at this point--have drawn one. Yeah....
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Recharge reduction and sapping?
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Repulsing Torrent with a KB->KD enhancement is incredibly useful. Add Force Feedback and it helps boost recharge as well.
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So should Brute aficionados thrown a fit when Tankers took top farming position from them? Fair enough. 👍 Well, I guess everyone can be given Scrapper level damage then. And if Scrapper complain, tough.
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Who said anything about parity being needed. I didn't. If anything, that is coming from those complaining as I believe in this very thread you have someone asserting a 2% change in animations is all that was necessary. Maybe the averages you provided should be seen as calling into question why Tankers average clear time was the same as Scrappers. You are free to repeatedly assert teaming is the only thing that matters, but then what is your complaint? A Tankers role on a team is not damage. So why are you complaining, particularly about damage? Your own claim negates your complaint.
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I have noted I don't think farming was a consideration. Not sure why so many have leapt to that.
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I am fairly sure balance is not impacted by being out of line with any other AT as goes farming, otherwise Defenders need to be demanding nerfs left and right. There may be some tweaking warranted by absolute scales of what can be farmed but that is speaking theoretically. I have no reason to believe that to have been a factor. Solo play, however, is part of the game. I think it is a meaningful consideration. And given Defenders got a damage boost for when they are soloing should suggest I'm not out in left field in that regard. Moreover part of the reason Tanker damage was increased was specifically to make them more capable when solo. So it is odd to me to see soloing being discounted.
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If only farming and soloing by pulling multiple groups together (which apparently only oddballs like myself do) are what is bit, why all the consternation?
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Why wouldn't you pull two spawns together? Just to be inefficient? You're going to survive, so why not leverage AoE to speed kills? I certainly did and had very decent xp gain per hour doing so. Admitted, that was typically solo play...or team when more than one Tanker was about. Yeah, you could always take spawns one at a time. You could also skip your area powers and only use single targeted ones too.
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Repulsing Torrent not building Power Siphon stacks is just silly.
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In my best Samuel L. Jackson voice, "You ain't missing a G@##*$~#! thing." I am sure the thinking was that mostly (not always by any stretch) the hits doing sufficient damage would make up for how long they take to land. Problem being that while you are waving your hands in the air like you just don't care (about doing damage apparently), someone else has killed your target. It is fine to solo with, but on a team...yeah...just not worth using.
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The sets offer Acc/Mez in the sets I listed. I did notice Hami-Os offer the effect too. You could add a second Hami-O to raise the 59.8% to 90.17%. At that point 2*1.9 + 0.5 = 4.3, so Bosses are now affected.
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Would it not be better to frankenslot Aura of Insanity? Each of the Mez effects comes as two components--a 0.5 effect which ignores buffs and enhancements, and a 2.0 effect. Improving Mez does not increase duration but rather magnitude. To get to 3.0 you would need (3-0.5)/2 -1 = 25% improvement on the Mez effect. Fear (Nightmare), Hold (Essence of Curare), Stun (Rope A Dope) and Sleep (Lethargic Repose) each have an Acc/Mez enhancement, which boosts the Mez by 26.5% Confuse does not have any Acc/Confuse offerings but does offer dual buff enhancements where the Confuse component would be boosted by 26.5% Each effect would then be Magnitude 3 on application. Not enough to impact a Boss but Lieutenants now get the gift.
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Thoughts on Making a Good Shield/ SJ Tank?
Erratic1 replied to Arnabas's topic in General Discussion
Once you push towards 35+ Defense, you should start feeling increasingly safe. Deflection and Battle Agility slotted with 3 SOs, Toughness with Steadfast Protection: +3% Def, and Gladiator's Armor: +3% Def, and Weave with 3 SOs, you can reach 37% Defense, which should be pretty solid survivability unless you are upping your difficulty. Obviously, you can go a lot further with set IOs. -
Thoughts on Making a Good Shield/ SJ Tank?
Erratic1 replied to Arnabas's topic in General Discussion
This should probably be in the Tanker forum but... Shield is considered one of the top performing Defense sets, particularly for Scrappers, but defense works for any AT regardless, so it should be working plenty well on a Tanker. It has good DDR, boosts damage, but in exchange does not help you with endurance or healing as is the case with some other protection sets. You will need to slot for endurance recovery, particularly if you are using IO sets. If not, you will definitely want to slot endurance cost reduction in your larger attacks. Short of IO sets, you will not be able to do much in the healing department. As a Tanker, you should be able to make some nice inroads on Resistance, particularly using the class ATO. -
You do not have to logout. Just travel to another zone.
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Shield and Super Reflexes got heals?
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Thank you for keeping tankers in the game.
Erratic1 replied to Octogoat's topic in General Discussion
Did you do any testing in game or follow the reports of those who did? Or did you see something about damage being reduced and just assumed the amount?