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Everything posted by JCMcBoo
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This is just another indication that tanker secondaries need to be geared more toward crowd control that allow us to actively tank and supplement our taunt auras.
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I hereby redirect my "Tanker Glare™" elsewhere. 😉
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Wow! I am liking this! I fully admit that my idea was logistically challenging but this is elegant and in keeping with the spirit of the genre! Well done! There is a greifing risk but I am sure that can be addressed via the ignore command.
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Thanks! Whitewall is currently at level 32 and it's a blast!
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You could easily say the same thing about any archetype in the game. I personally disagree, different power sets and combinations of power sets play differently, pre-IO. I would personally play a Katana/SR scrapper or SR/Katana tanker more conservatively than their Dark Melee/SR or SR/Dark Melee counter parts. Both offensive sets supplement your defenses but Dark Melee provides a self heal and an endurance buff that Katana does not.
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To each their own. I tend to see the Rogue Isles more as hunting grounds for my villains. They have their own agendas that have nothing to do with Lord Recluse and his lot so proving worthy of them is never on the list of priorities. Be it money, power or other less savory goals my baddies have the power to take what they want regardless of anything.
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Not being a developer I can only speculate but I would say that one reason is that Mystic Flight is specifically a travel power rather than one power in a defensive power set. By your logic Super Reflexes should offer Physical Perfection as a sub power to offset its endurance drain and the lack of a self heal. Don't get me wrong, I don't like Rooted in it's current state either. It's actually worse than it used to be. At first you couldn't move, then you could move but agonizingly slowly. Right now if you move with Rooted active, it drops and takes 4 seconds to recharge during which time you can move at normal speed without mez protection. Here's an idea for a fix. Rooted stays active as long as you are immobile. If you move the animation/effect drops but you get 4 seconds of residual (possibly weaker) mez protection and the ability to move at normal speed. If you stop within the 4 second period the animation/effect reappears and you are back to full mez protection as long as you remain immobile. That would allow stone tankers to move around in a battle situation without fear of being "mezzed". A quick and dirty test puts that at roughly 40 yards with no debuffs to movement which is probably more than is needed in a battle situation and, depending on the proximity of groups on a mission, could possibly allow a stone tanker to move from group to group without having to drop Rooted.
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Ice/Dark sounds like a good combo. The -to hit/-acc secondary in DM will help with tanking. You also get a second self heal, an endurance boost and a damage boost! You can easily change the color of the power to white so it looks like frost.
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Teleport fixes the issues with Rooted. Just turn on Rooted, teleport into the middle of the mob and go to work. Thematically you can imagine your characters sinking into the ground at their feet and then reappearing amidst the enemy. It's a single extra power choice that doesn't require any extra slotting to be effective and players can take it at level 4.
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issue 26 Patch Notes for September 10th, 2019
JCMcBoo replied to Leandro's topic in Patch Notes Discussion
I kind of like it. It's got a very cloaked Predator feel. They know that you're there but can lose you easily with your Stealth active. -
Right, impossible or implausible but still something that I would like to see.
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The idea is not to switch the PvE zones to PvP, only to allow folks to PvP in every zone via invitation only. Anyone could challenge anyone else and players could refuse or accept the challenge as they see fit. If PvP is that marginal it won't impact the game. I see it working thusly... During PvP the combatants would be moved off to a nearby 30x30 area clear of any interaction points and defined by force fields generated by four PPD robots. The combatants are visible to but cannot effect or be effected by anyone outside of the force fields. Once the fight is over, the PPD robots disperse and it's business as usual. Normal PvP badges, merits or sundry other PvP type accolades apply to those involved in a given fight. Combat can take place between individuals or teams but teams must be evenly matched numerically before combat will begin.
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Because I forgot this one in my original post...... The ability to choose any power/attack animation for all powers. A zone exit like those found in the "Board transit" missions set high in the air above the pedestrian exits of each zone so that flyers can fly from zone to zone.
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I'd be happy to open the idea for discussion. I just find the Rogue Isles in their current incarnation to be a ridiculous conceit. An entire community under constant siege from superhuman villains yet somehow it functions? Lord Recluse rules with an iron fist a chain of islands where droves of super villains are constantly thumbing their nose at him and attacking his forces? It just makes more sense for hero and villain players to inhabit the same zones. Villains can actually fight hero NPCs/NPC groups or openly PVP against hero players as they try to control the underworld or just foment chaos in a plave where it really makes a difference.
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New powersets Escrima Water Control Shotgun More tanker sets like Titan Weapons (majority cone and AoE attacks aimed at crowd control) More costume options Allow use of robotic arm options with sleeveless jackets and robes. Increase the glove, boot and chest detail options with jackets and robes. Allow use of bottom patterns with briefs and bikinis. More boots! More belts! More gloves! And a color wheel so I can dial in the exact color I want! Quality of life Add a button to the shop interface that brings up the enhancement screen so that I can upgrade or add new enhancements by right-clicking on a given slot and then select from a drop down menu what enhancements are available at that store specific to the power being enhanced. A nerf of the Night Widow blinding powder. It last far too long and is applied far too often in the stretch of a single battle. Because I want it Hoverbike travel power! Swinging travel power! Impossible or implausible but you asked Fold CoV into CoH and give players access to all PC and RI zones regardless of moral code and make heroes and Villains factions within the game. Kind of like the PVP zones, control of a would depend on hero or villain activity and make PvP voluntary in any zone in the the game based on individual challenge. Villain control would be indicated by longer night cycles and Hero by longer day cycles and the controlling side would still get PvP bonuses. Set up new statues around the zones that can be chosen by and sing the praises of super groups and villain groups that do the most to keep control of a given zone.
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I am intrigued by the suggestion of expanding the bruising mechanic so it gets my vote. I realize my next suggestion is not going to be popular, as it never was in the live forums. That being said I feel like the joy of tanking is in active tanking; using the secondary effects of my cone and AoE attacks to take most, if not all, of the enemies out of the fight. This is much more fun and feels more powerful than jumping into a group of enemies and throwing the odd taunt. I would love to see all of the tanker secondaries be given the Titan Weapon treatment where the majority of their attacks are cone or AoE attacks laden with secondary effects like KD, fear, slow and disorient. This would easily set tankers apart from both brutes and scrappers. Tankers wouldn't do more damage, just more widespread damage with secondary effects that allow a tanker to actively, and more reliably, mitigate more of the enemy than brutes or scrappers. While I am not an expert on IOs I don't believe that any exist which turn a single target attack into a cone or AoE.
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I also suggest Inv/Stone, based on personal experience of taking that combo to 50 back on Live. I will further suggest Inv/Stone/Earth with an eye toward taking Stalagmites at lvl 44 as they will add to your "melee controller" repertoire.
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THIS! So much this!! I have been saying this for years! Ice Melee is another good set for this, albeit lower on damage. Titan Weapons is another great set that feels like it was designed with Tankers in mind. Lots of cone/AOE and KD and nice damage to boot.
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An excellent suggestion tellania! I did that very thing with my Emp/Psy defender. The original build is extremely team-centric with my primary taking slotting precedence. My second build is just the opposite, I have no primary powers that do not impact my character and have heavily slotted my secondary for soloing. He is still not all that tough but I have found that it helps to play like a dominator (definator/domender?) and lead with my immobilize and sleeps to mitigate incoming damage which can quickly overcome his self heal at this point in his career.
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Never mind, apparently "Reading is fundamental" is still a thing... "Slow, also called snare, is a Status Effect. Technically, there are two different status effects that the game calls "slow": reduced movement speed and reduced recharge rate. Many powers do both effects, but some do only one or the other." - Source: Paragon Wiki
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Color me ignorant but isn't 'Slow' a speed debuff as opposed to recharge debuff?
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I would say that Hurl Boulder is arguably skippable based on the long animation time but that's a personal prejudice so YMMV. On the other hand, or foot as the case may be, Fault is in no way skippable for tankers. While it has no damage component to speak of the disorient and near universal knockdown make it a great way to actively control aggro in a teaming situation. It is also a great panic button should things go south for you for any reason. On a personal note AOE knockdowns are impressive for any archetype and make my Inv/Stone tanker feel all the more powerful.
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I know and thank you for bringing us home because it really was a wrench.
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After reading this thread I was intrigued to try Claws as a tanker. I played the set as a scrapper on live but had honestly given up on Claws with the advent of Savage Melee. I went WP/Claws and ran him through DFB to 14, joined a team of 8 for the Midnighters arc and got another 7 levels and then finished up the session at level 24 after teaming with my wife for a few radio missions. He's been an absolute hoot to play! There was some survivabilty concern early on; early being relative for so fast an ascension. In the rush of levels I inadvertently favored my secondary over my primary for slotting and didn't buy any enhancements until level 22. At that point I was going to be respec into a more classic "primary first" slotting but I decided to see how I did with SOs in place. I wound up respeccing anyway when I noticed that, in my haste at the trainers, I had over-slotted Indomitable Will. So I got back 3 slots for some added defense, damage resist and to hit debuffs and the end result was an eminently fun character that has a slightly brutish feel to it. Mayhaps I could coin the term Brank as Tute is bound to illicit giggles. Thanks for the inspiration!
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Please stop! I am at work and I don't want people to see me cry!