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Showing results for tags 'tankers'.
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My God, this is horrible, terribly unfair to all the melee classes, and to Brutes in particular. The Blue Flames mechanic is constantly forcing you to move away from the mob you had been engaging. It makes the holding of aggro consistently, especially against more than one mob, impossible. It renders taunt auras useless. It takes the class dependent on Fury generation completely out of the game. It is typical of the devaluation of melee ATs and melee defense sets that characterizes a lot of the later added content. This is one of the worst offenders there. It is generic MMO garbage that never should have been brought here. One thing that made this game so much better than its competition is the absence of this kind of 'stop what you're doing and go stand somewhere else' mechanic. It never should have been brought here. Of course, it also shares the flaws typical of a lot of the later added content: useless, uninformative, or missing maps; unclear mission goals; moving goalposts. This stuff is simply not very well written.
I had to much time on my hands at work one night and got to thinking about powersets and the podcast I was listening to was talking about pro wrestling. After doing very little research I had some ideas for a scrapper, brute primary and a tanker secondary. The idea is out of my head, I leave it to people smarter than me to refine if they want or let it die on the vine here. Level 1 Eye Poke Low damage(dot) blindness Low endurance Level 2 Slap Low damage, Knockdown, Low endurance Level 3 Leg Sweep Moderate damage, Knockdown, Moderate endurance Level 4 Pumped Up +dmg res, +movement, +dmg Moderate endurance, Long Cooldown Level 5 Elbow High damage, Knockdown, +Stun Moderate endurance Level 6 Clothesline Charge attack, high damage, Knockdown Moderate endurance Level 7 Call-Out Taunt Level 8 Crossbody Charge attack, Cone, Moderate damage, Knockdown Moderate endurance Level 9 Piledriver High damage, Knockdown, +Stun High endurance
The last couple days I've been playing both an invulnerability and a stone armor tank. Both characters, among others have powers that give +Max HP. Each set has a power which boosts Max HP, and were originally designed before the Absorb mechanic came out. AT's have HP caps. What I'm suggesting, to keep these powers useful, which seems practical given characters hitting hp caps with IO's, accolade bonuses and such is to make whatever amount of HP that powers like Dull Pain or Earth's Embrace would have in excess over the the HP cap if it wasn't there converted into an Absorb shield of equal value. Why not just make Dull Pain or Earth's Embrace give their full amount to Absorb shields? The powers can act as emergency heal, and also increasing the Max HP plays into the character's HP regen/second. So moving the powers completely over to absorb shields would negate those aspects of the powers. Doing so would be a loss on regen, and would not be advised. Anyone else have any thoughts given this?
I have been running some tests on my Electric Armor/Energy Melee Tanker over the past few days and I have run across an issue I think should be looked into. As many of you might know Electric Armor comes with a power called Grounded that gives you Knockback Protection at a whopping Mag 15.6, and in most cases this is enough to get you through just about everything. Most people don't slot other AT's past a Mag 8 for Knockback. So, I figured this would be good enough for my Tank. Then Lord Recluse happened ... Old spider-butt couldn't hurt me, but he was bouncing me around like I was a basketball. So this got me wondering about how much KB Protection I would need to add to prevent him from knocking me down again. However, slots are valuable so I had to be able to only alter one or two slots to add more KB to achieve this. So I added another Mag 4 KB enhancement to my build and increased my KB Protection to 19.6 and tried it again. And yet again, I was still knocked down! So I took to Mid's and started looking at all the Tank Armor Sets and noticed something. Three of the eleven Armors didn't have Knockback Resistance at all, which is something entirely different from Knockback Protection. Fire Armor, and Dark Armor, don't even have powers that give them KB protection of any kind, so they have to slot KB Protection into their builds, which seems odd for a Tank. The other eight Armor sets give an INSANE Knockback Resistance, AND Mag 10 Protection. Screenshot from my Super Strength/Invul Tanker Knockback Protection 10.0 Knockback Resistance 1.00% Distance (Unyielding -9900.00% distance from self) WTF??? Vs. what my Electric Armor Tank gets ... Knockback Protection 19.6 Knockback Resistance 100.00% distance Following the logic from the screenshots above, KB Protection 10.0 + KB Resistance 1.0% is somehow greater than KB Protection 19.6 + KB Resistance 100% ... Weird! I know there is more going on here, but you see my point. So, my recommendation is to level the playing field and make all Tanks equal in this area and give them all the same Knockback Resistance and Protection. I don't see anything special in their power sets that would make the other three any stronger if they could stand on their feet the whole time like the other Tanks. Fire Armor - Add it to Plasma Shield Dark Armor - Add it to Obsidian Shield Electric Armor - Add it to Grounded and balance the KB Protection to match the others. I would still leave the part of this power that requires you to remain on the ground for it to work. 😃 This would make Knockback Resistance exclusive to ALL Tanks, which makes them all tanky and stuff! Then all the Squishies of the world can have all the Knock Protection they want. If you think adding this KB Resistance to these three Tank Armor types would be a mistake I would love to hear your reasoning. If you support this idea I would love to hear that as well. Thanks for reading through all this!