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NEW DAWN

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Posts posted by NEW DAWN

  1. It used to be Emp/Psi, I say that because just after I complained about how my TA/Archery DEF and Archery/TA Corrupter compared Vigilance got +damage. Before that I always moaned about tickling mobs to death. It gets boring when minions are like AVs to you. Empathy didn't make you offensive and no one did your missions. It's probably now slightly less of a ticklefest.

    • Like 1
  2. 2 minutes ago, Sir Myshkin said:

    Kheldians,

    ~110 Hours logged

     

    I only logged time on one Peacebringer to get 50 for thematic/RP use. Tried multiple build styles and PB's nor WS's ever clicked right for me, I find them too much a "middle of the road" traveler that just doesn't quite know where its going or what it needs to be. Even tried rerolling both a PB and WS here on Homecoming, got both to ~20 each before their (imo) awesome Yin/Yang styled twin-costumes just couldn't make up for my lack of desire to see them hit 50.

     

    I'd rather play Trick Arrow.

    They're swiss army knifes to me, good for compensating for things in the heat of the moment, need blast, need control, need tank but the one niche is in Nova with it's super amount of range, you can outrange quite a few things. At the very beginning of the game, you could of made 50 and levelled one on totally newbie teams, compensating for their mistakes changing forms to take over different jobs as needed. 

     

  3. I think managing expectations sums it up, I am a huge lover of active defense, I love the secondaries for utility purposes and can garner extra survivability from them. You don't have to take an alpha, alpha them instead, you don't have to always be in melee taking the full attack chain in order to maintain taunt control and tank. There is not one way to play, adapt with what you are and who you team with. Let Scrappers, Brutes have some aggro so it's not all yours, they probably don't need a tank anyway. Let others play to their strengths and if they don't know how, know enough of the game to let them know what they are.

     

    I have been armoured up and I got bored with my lack of offensiveness and so armoured down for more attacks and had ended up with the same net effect in some cases albeit fight durations are shorter.  Extra pool powers are like comfort blankets until you have a process of elimination. I would have targeting macros to pick out my number one target to say, hold, one shot whatever and move on from there, as an Invuln you wouldn't save sappers to last. All enemy groups have something depending on what you tank with.

    • Like 2
  4. I tanked on the first successful all scrapper STF, tanking with a scrapper ofc, I did all the tanking with a Claws/SR, I also did Mender Silos TF free all hostages solo with that SR before incarnates.

     

    For me it doesn't matter what Tanker idea you put together, I'm a gonna tank with it. I will tank GW in melee for over 10 mins unaided and go through unstoppable crashes for sport in front of her with an invuln if I want. If it's insane to someone I like it. On my first tank I tanked all the Praetorians before I got to lvl32.

     

    You can go lengthy periods in melee, or lengthier periods, melee to range, turn AVs, work with their recharge times, kite out of range some, kite to in and out of range, the options are all there, but to develop some skill with some of what I said I had to take it to test server and spend time playing around with options. I pretty much played different tanks, preferably anarchic pugs anonymously. Team make up doesn't matter, play to strengths with what you got, powersets don't matter, enjoy your concept, even if you want to rotp a lot, but get taunt and get on test server with the beasts.

  5. Tankers are less important to a team as the game goes on, good, I remember people waiting around for what a tank does first, yeah it was often necessary but it made one player the keyplayer and everyone else more of the sidekick. 

     

    Brutes can do some of the job, Scrappers can do some of the job, other ATs can make the job less necessary, good. It's vitally important that people aren't sidekicks.

     

    What you will see though, is some Tankers fully commit to every aspect of Tanking they can and it can and will always make a good difference, you won't see that with Brutes, you won't see it with Scrappers, and even their played by someone who knows how to fully commit to every aspect of Tanking.

     

    My idea of a good game is where everyone has the opportunity to look good but in some circumstances for some people what they do is unnoticeable. A great team is a sum of all parts. 

     

    I can taunt control so many AVs/GMs on any type of Tanker/Brute/Scrapper and make defenders/controllers etc unnecessary if they weren't in team but if they are in team then there are benefits so the swing goes both ways

     

    Reason to pick and play a Tank therefore is to commit to every aspect of Tanking. It's not a Brute, it's not a Scrapper. No one should have to switch toons and more than one in team is far too many imo, but can be okay done right so Tanker population shouldn't be an issue.

     

  6. All defenders are at their best when a team can work to their strengths, it helps even if a forcefielder has all of their primary, because there was a design concept.  Team mates and their powers, strengths and flexibilities either determine how they can stack, with the defender or determine how they position around the defender, the idea isn't to give the enemies everything and take from them nothing. A scrapper, 6 blasters and insert defender here should be able to do an STF with everyone on a SO build. No one is ripped off by the developers.

     

    • Thanks 1
  7. 4 hours ago, Heraclea said:

    Some scrappers have taunt auras.  At least one scrapper armor set does not: I know regen scrappers do not have a taunt aura.  My regen scrapper has Invisibility, and approaching a mob does nothing until I want something to happen.  I am not sure whether reflexes scrappers or ninjitsu scrappers have taunt auras either. 

    All scrappers can get confront. Regens can steal aggro from Tanks with confront, scrappers were meant to take on AVs from the beginning, they can have the tools available and means to do it in a team.

     

    Threat = Dam*debuffmod*ATmod*RangeMod*Tauntdurationremaining*1000.

     

    So lets say the Tank was kiting to prevent AoEs wiping the team, the scrapper is doing damage+possible debuffs, the scrapper is closer doing the damage, the Tanker is further away, all the scrapper has to do is used confront. AV picks up on Scrapper and numbers around it, AVs AoE is fully rechg'd. Whack. AV goes from low DPS range attack on Tank to PBAoE on team.

     

     

    Scrapper is kiting with confront, and the team are around the AV, one scrapper in melee does a lot of damage plus has their damage and taunt aura on, same again, AV goes from low dps range attack on Kiting Scrapper to the Scrapper doing lots of damage and a taunt aura on, whack, pbaoe on team.

     

    You rarely see teams with no support characters or scrappers with confront, but this can happen.

     

  8. On ‎6‎/‎11‎/‎2019 at 3:54 AM, Sarrate said:

     

    At least Brutes benefit by way of Fury. Scrappers, on the other hand...  😮 (Of course, Taunt duration outstrips Confront, so they'd be fighting a losing battle, there!)

     

    Scrappers can steal aggro from Tankers, even if the tankers taunt. I have lived on both sides. Who is closest, who is doing the most damage does come into play. I also can say that Scrappers taunt auras can also strip aggro from a kiting scrapper with confront, as they are closest and doing damage. It's not all about the duration, it's all about the threat. Sorry for the necro post. I have been doing search fu.

     

  9. 2 hours ago, oldskool said:

    The best response.  Slotting Taunt can be a viable strategy for using the bonuses in sets like Mocking Beratement or Perfect Zinger.  No added slots, 4 slots (for some bonuses) or all 6 slots.  Any of these can be correct depending on what you're doing.

    We never took taunt for slotting bonuses in the old days, I have had multiple tanks  with taunt and multiple scrappers with Confront,  some powersets like SR you get +rechg, some sets like stone tanks you get - rechg. Some AVs you lose attention quick  so then add duration. If  you are weak to the attacks no need to look for a particular defender, try range, range lowers the dps and kept damage off of the team, never cared who was in the team, never dressed up a team but whatever there was I just tanked whatever it was to suit whatever the team make up.

     

  10. There is no wrong or right answer except someone giving you an exact answer. This is going to vary. There are reasons for 6 slots in PvE not just PvP. Some primaries vs some AVs, some secondaries vs pve groups, who you team with, what the average playing age of your typical PuG in experience looks like, where you are at in levels, in build and what your intentions are. 

     

    • Like 1
  11. Well there is me on other controllers skipping the immob because I could not fit it in for the sake of other powers taking priority. You have to ask how many other players are doing that because if that is a lot, then Mind Control doesn't end up being stand out lacklustre in the damage department or falling behind in xp/time for not even having an immob. 

     

    Some sets work better at different things for different ATs, Mind Control from early on can tip everything in a teams favour, just by mass sleeping, no one has to wake all the mobs, but people do people. That's not the fault of the Devs, meanwhile containment comes from Sleep.

     

    I was level 10, and 7 other people teamed with me, we mullered Hollows, it was easy xp, people just didn't have to wake all the mobs.

     

    Concepts not kicked to the side, some sets were meant to have a playstyle.

    • Like 1
  12. You can use Mids builder for a theoretical dps, that's where I am, I take my attack chain, add up the damage done over the attack chain and divide by the time to do it. Ingame maybe a different experience. There is a DPS calculator in Mids under window for another way of establishing things in Mids but I don't know how good that is. You will have an effective dps that will differ whoever you attack.

  13. The acc/rechg in taunt could be taunt/range, no need for acc in pve. I would personally run with it as it would tank but for the level of accuracy in your attacks, getting that up to 150% ish maybe awkward or hardwork but that's kind of where I'd want them to be.

  14. It's about threat, taunt is the greatest threat multiplier, but damage is also part of the formula, I wouldn't be afraid to slot damaging attacks for damage --Frozen Aura.

    Also, you can say herd with Chilling Embrace and find mobs are moving too slow, or herd with Icicles, neat bunch then turn on CE, but ymmv, I think people don't put too much slow in CE for a reason. I'd personally move slots from the CE and move it to taunt, just like you slotted Frozen Aura, then slot Frozen Aura for damage. This is a quick flyby look from me, sorry I didn't add more, bit busy.

  15. This is kind of a last minute question before I get to bed really, I don't hesitate to think though that someone somewhere would of worked out something like this better than I could.

    I didn't get all the way with a lot of things.  As the title says, any ideas worked out already please? Thanks in advance.

  16. I think the same thing can be achieved or as near as damn it without Thunderkick missing slots, the passives, a whole IO in them gives less than a percent of return. I think it can be rejigged abit and even have a well slotted Warriors provocation instead of Assault, at anyones discretion. So this is well worth a look at, and something not to be afraid to rejig to ones on preferences.

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