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I don't think poison is enjoyed by everyone. Personally I like it for easy -res application. Barely any time is spent using poisons kit for big payoff. You get to spend more time on your other powers. You do have to solve survivability to an extent, I've had success on a troller taking alphas with heavy defense investment and success on a corruptor with almost pure damage investment, for the rare time I get in over my head I've got a self rez.
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Yeah strategy changes depending on the mobs. Line of sight or a bit of movement is needed to pull some mob types in, assuming that's possible. I use provoke on some of my (tanky) trollers and have a good amount of success even without the -range component, but it's more situational. Regardless it's an effective strategy that is underutilized by most people, I always love to get on a team with a tank that uses it well.
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A good taunt user, in situations where there's no risk, does not care about threat. They care about forcing distant enemies closer with the -range component. Sure it's not mandatory but attacking is optional too. Taunting a distant mob effectively kills it by getting them into the aoe range of your team.
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I think it's a good pick up for stalkers since they don't get whirling hands. 120 degree arc and 10ft range is comfortable to use (for a cone) and procs very well with a 16s recharge (scrapper recharge is 9s, not as great for procs). It's a 71% chance for 3.5PPM procs, compared to crowd control which procs at 54%. No kb though so you lose the ffb opportunity. War mace isn't an option for stalkers but just for the sake of comparison. Some trouble with power crash is needing to spend energy for the 10 target cap, but this isn't too bad for stalkers as you should be trying to crit total focus. Overall power crash on a stalker hits harder than crowd control on a scrapper when both are proc'd up. Energy melee is very good on stalker too. If OP likes the stealth crit nin offers then stalker is a very strong option. I agree, especially for energy melee. It's really good at specializing as a boss killer. You'd probably want to fit in some aoe from your secondary and epic for when aoe is needed but it's situational. If you're doing typical pack to pack gameplay just hitting bosses should be the most effective strategy since everyone else is probably aoe'ing.
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I've seen this happen several times. I know it's not a general solution but with singularity every time i change floors i tp target my pet next to the door i'm about to go in and never experience the pet getting stuck. You'd have to experiment to see if waiting for your pet to reach the door helps.
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Ah, okay. You'd need to rely on punchvoke and have your aoe attacks pull their attention. You'd still have the AI issues I mentioned: flyers, running away eventually, some immediate movement depending on obstacles around you like higher surfaces than what the mobs are standing on. If you're fine with dipping in and out of melee range to reapply your taunt aura you could use a combat tp macro to make the process simpler like: /macro down "powexec_location down:20 Combat Teleport" /macro up "powexec_location up:20 Combat Teleport" You could machine gun taunt between Provoke and Taunt to keep the enemies attention but you'll be changing targets a lot to be optimal which might be too annoying. If you only use ranged attacks you may have some spare cycles to do this while you wait for cooldowns. Like I mentioned I have done hover tanking where you hover juuust above the mobs heads and the AI issues doing this are not too bad, plus you can still be in range for all your melee attacks. Flyers will still go airborne, some melee teammates may not like that, but they're not that high from the ground if you're not. This position is actually decent for tanking because your character collision is above the enemies, so enemies are able to go directly beneath you, letting the mobs pack together just a little better. Cones are surprisingly decent in this position too. If you're close like this a taunt aura would still be doing its job as well. Maybe you can find a sweet spot where you're off the ground, out of melee range, but your taunt aura still hits a few enemies. You could use combat tp to move exactly to this height from the ground if the sweet spot is really tight.
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Taunting and flying away is generally a bad idea. If the mobs decide to run at you they are going to run away from your teammates, making it more difficult for your team to fight them. They will jump on top of light posts and climb up buildings if it's an option. Flying mobs will obviously fly after you. When I taunt mobs they always aggro to me and no one else (except other tank AT's), but I don't put myself in an out of reach location. From a basic test the mobs appear to try for a while (not the full taunt duration) to reach the taunter then seem to give up and run away, maybe they'll attack someone else in some cases but I see them eventually run away. It seems like you should place yourself within range of being attacked, otherwise they will eventually give up, but there is a time window where they will try to chase you. The strong purpose of Taunt is for the -range it applies to the enemies, it makes ranged mobs run closer to you which is very effective for grouping mobs. Most tankers don't seem to prioritize this but it's actually the best thing a tanker can do. Good use of taunt is what separates the men from the boys so to speak, holding aggro is only a small benefit compared to the -range. If you try to fly up in the sky as a tank and cause mobs to run around everywhere your team will probably think you're trolling. I've hover tanked before but I always stayed close to the ground to stop mobs from doing stupid things.
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Catherine Wheel inherited this, I'm guessing it was a copy paste from Singularity.
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Sudden Acceleration does, Overwhelming Force doesn't. I've heard someone say theirs stopped working, it was something to do with the level of the enhancement. If you attune it you're good to go. It's a big difference. With Sudden Acceleration they get knocked up instead.
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The other poor gameplay decisions people can make greatly outnumber even the amount of times someone has a knockback power on the team, and often these decisions are just as impactful as a pbaoe kb. I've come to appreciate the chaos some teams can be, deleting mob packs in a couple seconds is really not that interesting of gameplay. I'd prefer at least one troublemaker in a team to mix things up.
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The request is asking the person bugging them not to play how they want, it's not exactly a request to take kindly. If the offense is not preventing progress it can't be that serious, they should suck it up for the mission/TF and move on. It feels unanimous, to me at least, in COH telling others how to play isn't taken well, that's likely why knockback is fairly tolerated, even if it's annoying at times the experience won't last that long. One time on a TF a few pulls in someone asked me to stop using Singularity on a grav because I use it to assist in herding. It's a major part of gravs set, I'm not going to give it up. I'd feel like I'm sitting on my hands for the next half hour or whatever it was. I'd rather leave than do that. This guy might have been a forum poster, actually 😅. What would the KB player need to do to appease the complainer? Not use aoe's or even ST attacks? I'm not sure it's reasonable to ask this of someone, if it's one particular attack, okay, but it's often many.
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Yesterday someone tried to annoy me by using knockback, I thought that was interesting. I was grouping mobs with singularity and I saw them change strategy half way through the mission. They decided to KB (enhanced) on the initiation so I couldn't group them together, then after the mission said "hello" with a fortune telling. I guess knockback can be used as a tool for people who like to piss others off. I wonder if there's any terrorists like this roaming around making people hate knockback... Ignore lists exist for a reason at least. I hope to run into them again on the right character, some PvEvP would be fun. KB doesn't bother me but the intent in this case stood out.
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I don't agree with the communication requirement, it's typically obvious when fold space would be used. Mobs are spread a decent distance? It's getting used. Granted sometimes it can happen late and be more surprising. Certain people may overuse the power but you should be able to pick up on their habit. Being able to adapt to teammates is a good skill to have, it's part of the fun of teaming, adapting makes gameplay more dynamic. What makes the best COH players I've personally seen is this ability to adapt, but that goes well beyond predicting fold space. The other side of the problem is melee who always try to kill stragglers. It could be a minion or LT and not a boss, melee don't care. When I play melee I either kill bosses or aoe, so I don't get this at all. Melee even get a power to pull in distant enemies but knowing what taunt does seems to be rare knowledge 20 years later. If the team has a fold space user and mobs are spread your best bet is to try to position in the middle of them all. Ideally fold space is the first thing that happens so nothing gets pulled from people. Fold space is problematic for many reasons, it is disruptive, part of that is the sudden TP with no FX. With Wormhole the mobs at least glow for 3 seconds, so it's in a better spot. Every person potentially having fold space is odd too, it's stronger than wormhole in many scenarios which is weird for a pool power. For something that changes combat so dramatically (at times) it really should belong to a power set instead of a pool, but I think we've crossed that bridge already. The speedrun thing I can understand, but if people have the means to speed up a fight they likely feel they hold the role or responsibility to perform that task. It's less about zoom zoom and more about helping the team from their view, that's how I feel at times anyway. Many people do enjoy being efficient as well, it's part of the game.
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Yes, assuming the level difference is +3. As a general rule if the minions have a purple name you can't TP lieutenants, if the minions have a red name you can't TP bosses. Orange named minions is +2, you can TP bosses in this case. Keep in mind there is a 16 target limit, if there's 2 packs of enemies you won't be able to pull them together until you defeat a bunch. Keeping the target limit in mind should set your expectations right.
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The TP magnitude determines if something can be TP'd. I'm not privy to the exact math for this but assuming you're 50 and have a t3 alpha for the level shift you're up against +3's at most generally. At this level difference you can't TP bosses without an ultimate inspiration. The amount of accuracy you need depends on the rest of your character. You usually get some accuracy from set bonuses, kismet, tactics, etc. If you use mids you can check the accuracy of the power after setting the mob level to +3 with the dropdown at the top of the mids UI. 95% is the goal. In game you can check the combat tab to see what your hit chance was.