I'm not just trying to sound whiny, I'm serious about this, it needs to be changed back.
I'm really not sure why this ever got changed in the first place from 15 down to 12. 3 seconds may seem completely arbitrary to someone who's never tried to Dodge Tank at a Cosmic, but for those of us who do so regularly, 3 extra seconds of not getting 1-shotted is a pretty important buffer.
Its not like Thundering Kicks was OP. Its not like Dodge Tanks are the overly dominant Tank in the metagame (*cough*Defiant*cough). I get nerfing Form of the Master, it was broken AF and needed to get fixed. That I can adapt to.
But all the changes did to Dodge Tanks was make it even HARDER for them to be relevant anywhere but as a gimmick in casual PvE. Dodge Tanking at Cosmics was already hard enough without you nerfing the amount of time I have to do real damage and try to hold aggro.
The damage on Thundering Kicks just plain sucks compared to any other combo power. All making it an AoE did was make it cost more energy and do even less damage.
Defiant tanking is easy. Same for Invulnerability. They block a couple big attacks and throw out some damage in between. I know, I've done it. It's easy and boring. Anyone with some Merc gear, R6 Con and Strength mods, Enrage and a Haymaker can Main Tank if they know how to block.
All I need to get 100% Dodge at Kigatilik is a complete set of gear maxed out for Dexterity with all R9 Mods and Dodge Chance buffs including a Veteran's Core for the extra 0.1% to not be at 99.9%
But yknow... screw Dodge Tanks, they don't need that extra 3 seconds...
0
Comments
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
However, the factors that make dodge tanking easier or harder don't have much to do with the duration of the Lithe buff. The main issue is that you can't achieve 100% dodge consistently without Elusive Monk, and Elusive Monk is a short duration buff triggered by making melee attacks, so if you have to break contact (dodging geysers at Eidolon, getting repelled by Qwyjibo) or block extensively (baby bubble spam at Teleiosaurus) it drops off, and a primary cosmic unsplit attack (120k) will kill a dodge tank if blocked but not dodged, and (depending on setup) may also kill if dodged but not blocked.
Epic Stronghold
Block timing explained
* Edit: Or did. I haven't actually tried since Lithe went to a twelve second duration. The timing might be more obnoxious now.
Ape, by contrast, I won't tank on her. That fight is just -nope- for a dodge tank; the lava pools ignore resistance and can't be dodged, so you basically have to never get clipped by lava ever, or stack far more constitution than her build can afford. (Though I think it might actually be doable these days? I seem to remember the fire breath not dropping super-lava pools in melee anymore?)
As for easy... it's somewhat relative. Even in the places where dodge tanking is "easy" compared to defiance, it also has a vastly higher cost of entry. A good defiance build in blues with rank five mods is going to find the going a bit rough, but doable; a dodge build in the same level of gear will simply not function.
(Well... mostly not function? At least in theory, someone with only 70% base dodge chance could take fluidity to rank three, ignore thundering kicks, and just block for every hit. They'd risk getting one-shot if they failed to block in time - but then, that's no different than anyone else trying to tank cosmics at comparatively low gear levels.)
** Edit2: And the above is all kindof a tangent, isn't it? No, I'm not happy with the changes that were made to Thundering Kicks either; it takes a finicky and maintainence-y playstyle and makes it ever more so. Not a fun improvement, there.
I was responding to the "tanking with defiance is easy" bit. Easy for who? For 10 people? Based on helping new tanks get ready for maining cosmics, I don't think defiance tanking is easy for anyone without lots of practice. And even for those with lots of practice, I have seen them come back after extended breaks and miss blocks, lose aggro, time ADs incorrectly to account for periods of low healing, etc....TLDR: die. Are you talking about the lava pools from fire breath? Those ignore resistance for all tanks. And they can be entirely avoided by all tanks as well.
I suspect the reason why Ape is harder for a dodge tank has more to do with a dodge tank needing to stop using Elusive Monk after getting repelled back and then eating a blocked, but undodged fist for 100-150k base damage. At Dino and Qwyjibo, that's true at the absolute highest gear levels as well....missing a block still risks instant death. Better gear for Tanks means being effective while being able to block more, not less. It helps you retain aggro during periods of low healing.
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
Epic Stronghold
Block timing explained
If that change is too unbalancing, the avoidance rating granted by LR could be nerfed a bit... since it is extremely high.
Right now it seems that you can either block or guarantee a dodge. But you can't do both.....which is not great. However, as soon as you can there will be no reason for any other type of tank. If you only have to block wireframed attacks with nasty secondary effects, but not the regular attack...bite, punch, blast, etc...well it would be easy to see how that kind of Tank would both generate more threat and require less healing (potentially none) than anything else.
So it seems that LR is stuck being either totally unreliable or totally OP. I would like to be corrected on this characterization by people who've played it recently.
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
Epic Stronghold
Block timing explained
How do you get those to load in the power tray? I have an unarmed MA build I would like to spec like that but I could never get the second block to be accessible - I presumed there was some key bind hocus pocus going on?
Epic Stronghold
Block timing explained
My point was that nerfing Lithe from 15 seconds to 12 was COMPLETELY unnecessary.
1) The threat generation is horribly low compared to other games, and this can force aspiring tanks into a game of tug-o-threat against damage-dears who outgear them. I personally find tanking to be more fun when your focus is mitigating incoming damage and picking up adds, not playing tug-o-threat with everyone else.
2) In line with the above, in what seems like an attempt to compensate, there are a bunch of really tacky workarounds, such as threat-boosting advantages, threat-boosting mods, and threat wipe abilities for damage dealers. None of this awkward nonsense would be necessary by simply boosting the threat bonus one receives for using the tank role. It would also eliminate the "look, it's another guy with a shield icon who isn't actually a tank" you see...pretty much everywhere.
3) There is no "taunt" ability. Granted, there used to be in the form of an advantage, but it was horribly done so I can see why it got scrapped. The way it's done in games like wow is that "Taunt" is its own ability, not some silly addon-on advantage/whatever. When used, it places the player using it above everyone else on the threat table. Simple enough as a mechanic, but highly effective and useful to have in a tank's toolkit.
4) Block all the things. I mean sure, block is a legit mechanic, but really only against predictable/telegraphed attacks. I could be wrong, but tanking "hard" stuff in CO seems like you're using block for a lot more than just that which is...not really interesting gameplay. (Especially when paired with the aforementioned garbage threat generation.
So is it a matter of tanking being "too hard?" I'm not sure, but I can say that, at least for me, it's a matter of how lousy this game's implementation of tanks and their relative tools turned out to be.
This game actually has some of the easiest tanking I've encountered in an MMO, so it's not the mechanics of tanking themselves that are the issue. If you really think about it playing a tank is more or less like playing a dps at cosmics, just with more frequent blocking. In other content tanking happens more or less automatically and is just like playing a dps.
The solution already exists: TA. TA tanking is nowhere near as demanding as Cosmic tanking. TA is the "mid-difficulty content" that new tanks should be treading through before heading to cosmics, but since there's no hard requirement to do that they just skip through it and skip the endgame introductory content. Wondering if maybe TA completion should be a requirement to unlock access to cosmic rewards.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
Right, but against anything other people are actively hitting, all bets are off. That really shouldn't be how tanking works in this game, but for some reason, it is. Ultimately it's one of the reasons why I (again, normally a tank player) avoid it here.
Epic Stronghold
Block timing explained
Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
Supporter of the Titan Project.
Epic Stronghold
Block timing explained
Just as an example. Do be a solid baby tank (assuming one is getting heals and already has decent HP, R3 block and defensive passive), you have to develop a skill for snagging baby quickly so that all the dps and heals don't die if baby targets them. Tricks to doing that well include having a key bind for baby and/or a PBAoE, as well as knowing the best place to stand so mamma doesn't get you before getting baby lured away (possibly the one area where ranged tanks have a bit of an advantage is being able to stand well to the side), having some amount of aggro generating ability is good too. You also have to know where a good place/angle is to park baby. Sure, it can be learned, but it is way easier just to stand to the side and pew-pew-pew.
Soak tanking is a lot easier, but it still takes a bit of practice timing the blocks. Also, sometimes heals are focused on the MT and so the soaks (especially if inexperienced and not well-geared yet) can die more often, which I imagine some would find dispiriting.
Now, as to why more people aren't willing to run tanks and at least try soak tanking, there you have me. Maybe some players never look at the forums and never see all the useful information and get creamed when they show up and just don't try again?
Epic Stronghold
Block timing explained
I don't see why CO can't learn from the past experiences of other games when it's trying its hardest to follow that same trinity-based path.
Epic Stronghold
Block timing explained
That's why requiring TA would help, because people would see Cosmic dino and say "Oh just like the one in the lair, I know what I have to do". It's also a great training ground for players in general. The bosses do less damage than cosmics, but attack just as often. Great for people trying to learn how to do their roles while paying attention to stuff they have to block.
My super cool CC build and how to use it.