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Calling all competent Tanks!

glop#4587 glop Posts: 59 Arc User
Dear tanks,

I know that some of you are brilliant. I've witnessed you in action. Please, bear witness to my testimony, and pass it on to your tank brethren.

My name is Glop, and I am a DPS character.

I do an average of 2k damage per button press in an alert. This might not seem like a lot, and it's certainly not high end. But it's significant enough to pull all of the boss and mob aggro in alerts nine out of ten times, for the whole time, unless or until I die. Which brings me to my point, dying, and why it's your job to make sure I don't...

I see shields over people's names, and they don't have the aggro. If you chose to build a "DPS Tank," my limited experience with this game tells me that you've done it wrong- if your DPS was better than mine, you'd have the aggro, not me.


Please tank if you're a tank. Please tell your tank friends to tank, if they're playing tanks. I've never had to resort to begging tanks to tank before, but I like this game enough to give it a shot.

Charge into the spawns before me!

WHY AM I ALWAYS FORCED TO SOAK ALPHAS? Tanks should not be skittish!

It's your job to get there FIRST, and live to tell the tale, while people like me destroy your hostile surroundings.

Bonus points if you don't take an extra minute or two to load, so you can do your job even faster.

The longer I live, the faster the alert is over.

You are a TANK!!! You should be basking in the glory of soaking damage, while I bask in the glory of dealing damage. Please tanks, just do it.

-Glop
Post edited by glop#4587 on
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    alexofspades#2085 alexofspades Posts: 287 Arc User
    edited August 2013
    Blame the game, not the player.


    Aggro mechanics are funky. I have a melee dps archetype and she will out aggro. I have the impression that freeforms on hybrid role with Devour Essence take and hold aggro the best, but i'm not sure.

    What i do know, is that the threat generation from the tank role should be increased dramatically.
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    somebobsomebob Posts: 980 Arc User
    edited August 2013
    aurinkosi wrote: »
    Blame the game, not the player.

    Exactly.

    Because if you see a shield over someone's head, it DOES NOT MEAN that they are a tank.

    This is why I turn off the icons over people's heads. Because it DOES NOT WORK.

    The icon 'system' is ONLY based on what Role you're currently in. That's it. It does NOT care about your passive, your powers, if you have Crippling Challenge, ANYTHING. It's JUST your Role.

    Blame Cryptic on this very extremely poorly designed system, not the player.
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    crosschancrosschan Posts: 920 Arc User
    edited August 2013
    Dear Attached-to-Trinity-Players,

    If you do alot of damage and you're a freeform....take something like Evasive Maneuvers. Also, protip, disable those stupid icons overtop of player's heads. They give misleading information.

    This is the Post-On-Alert Era. You bring the success to the table. You bring the mitigation to the table. You bring the damage to the table. If someone else does this as well then consider yourself lucky and go with it. If not, then it falls upon you to carry the others and hope for the win. :cool:
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    glop#4587 glop Posts: 59 Arc User
    edited August 2013
    Hi guys! I have done all my research on the free form role system. I am currently not opting to utilize it- I play a lvl 40 "Night Avenger" ranged DPS Rogue. Based on my research though, I would assume that if one were to enter the Tank (Guardian) role, one should be prepared to fill the responsibilities of said role.

    It seems unfair to current, and potential future team mates to enter a combat role that you're not equipped or willing to handle unless you're capable of performing said role. The HP cushion of switching to Tank role might seem like a benefit if you don't know or don't want to know how to avoid death patches or cone attacks, but the game does give ample warning for both of the above, neither of which require being in a Tank role as a non-tank to survive in my experience.

    Though I will point out that Alerts do seem to scale unfairly to low level players, something I pointed out in my first ever post here, along with role issues, that the Dev's seem to be addressing.
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    glop#4587 glop Posts: 59 Arc User
    edited August 2013
    As a followup, I am a silver player, on a lvl 40 ranged Night Avenger, and I've only been around for a couple of months in my never-ending MMO exodus/conquest. So I hope I don't get caught up in any blood feuds or something, and also, please talk to me like I'm a child (with fairly extensive mechanical background knowledge in the genre.)
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    glop#4587 glop Posts: 59 Arc User
    edited August 2013
    crosschan wrote: »

    This is the Post-On-Alert Era. You bring the success to the table. You bring the mitigation to the table. You bring the damage to the table. If someone else does this as well then consider yourself lucky and go with it. If not, then it falls upon you to carry the others and hope for the win. :cool:

    See, I don't get the era's, so silly me. I believe in cooperation playing a role in cooperative content- a huge one at that, being as it's the driving force behind said content...

    (In normal game environments... But customizing my gear is pretty sweet...)
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    jennymachxjennymachx Posts: 3,000 Arc User
    edited August 2013
    When the situation calls for it, anyone who finds themself being the constant target of a villain while at the same time isn't using a build focused on threat-building, yet has good survivability regardless and can still perform in battle, that player makes for a good stand-in tank.
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    jonsillsjonsills Posts: 6,317 Arc User
    edited August 2013
    Well, Terra, for starters you may have notice the number of ATs that are under the aegis of that little shield. Not all of these are really terribly good at tanking - the Master, for instance, is good at surviving damage, but often fails to do enough damage to take aggro (which is based on who's doing the most damage, not who's got a shield; it's not like NPCs can see icons).

    My least favorite icon is the little gold cross for Support. It's not fun when your Inventor gets yelled at for not doing enough healing - an Inventor doesn't really get much healing, aside from possible healbots at lvl 23 or so.

    Bottom line is, don't believe the icons. They tell half the story at best. And this game doesn't really do the trinity thing well, either.
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    flyingfinnflyingfinn Posts: 8,408 Arc User
    edited August 2013
    I tank with Bullet over my head.
    With my pistols.
    And an angel.
    I don't check who has what on their heads.
    I go in, i *PewPewPew*, boss dead and i Teleport back to MC.
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    crosschancrosschan Posts: 920 Arc User
    edited August 2013
    It does scale unfairly to sub-15s....it lets them queue in the 1st place.

    Also, 2 minor points.

    1. As a LvL 40 with Night Warrior as a passive invest in some Dodge/Avoidance gear if you haven't already and maybe some healing items/devices.

    2. If your 1st attack every alert is Shadow Strike...expect to merge with the pavement.

    Edit: Your ideals on cooperative play are nice but unless you're forming a premade for alerts I wouldn't hold my breath. Expect the worst, prepare for the worst, and be pleasantly suprised if the worst isn't there waiting for you with a bib, fork, and knife. :wink:
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    kojirohellfirekojirohellfire Posts: 2,075 Arc User
    edited August 2013
    Yeah, aggro is pretty ******** in this game. If the vets still can't figure it out, then it's obvious that something is coded funky and needs to be fixed.
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    bluhmanbluhman Posts: 2,410 Arc User
    edited August 2013
    It's partially that the game mechanics are messy, and partially that you're getting unlucky with your Alert teams.

    It's perfectly possible for a tank to be conceived in the game - but they're likely not going to be an archtype. These tanks usually look quite odd, running in hybrid role, doing pretty sizable damage, running a lot of self-heal, and utilizing the hell out of skills like Challenging Strikes and Crippling Challenge.
    I have the impression that freeforms on hybrid role with Devour Essence take and hold aggro the best, but i'm not sure.

    Mostly true, considering what I've said above. This is because DE pretty much can do all of this to a single target - It supplies a steady stream of self-healing, can be statted to have crippling challenge, hits hard, and above all, hits fast - each tick of that attack applies a ridiculous amount of threat to the target.
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    crosschancrosschan Posts: 920 Arc User
    edited August 2013
    I daresay a decent portion of the vets have figured it out. We show up, hit something, it aggroes us unless we use a thread reducer(if even necessary) and the alert ends. What's to figure out?

    Also, just use Devour Essence...it's the "I win button" of tanking if you want it. :biggrin:
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    glop#4587 glop Posts: 59 Arc User
    edited August 2013
    Heh, that's something really unique to this game, and I figured it'd be a response eventually!

    We've seen a couple posts here and I'm honestly uncomfortable addressing it. I have yet to encounter another MMO with a full-on platter of PAY-2-TANKMAGE! as an option.

    As a player of the genre, it'd be very disturbing in a more competitive game, but since it's all in good fun here in a casual environment it doesn't quite bug me at the same time.

    Personally, I opt not to PAY-2-TANKMAGE. I play a ranged Rogue class that I bought from the store.

    crosschan wrote: »
    It does scale unfairly to sub-15s....it lets them queue in the 1st place.

    Also, 2 minor points.

    1. As a LvL 40 with Night Warrior as a passive invest in some Dodge/Avoidance gear if you haven't already and maybe some healing items/devices.

    2. If your 1st attack every alert is Shadow Strike...expect to merge with the pavement.

    Edit: Your ideals on cooperative play are nice but unless you're forming a premade for alerts I wouldn't hold my breath. Expect the worst, prepare for the worst, and be pleasantly suprised if the worst isn't there waiting for you with a bib, fork, and knife. :wink:


    Yeah my build is fairly solid for not having Legion gear and only 2/3 Vigilante pieces, according to THE FORUMS. (VALIDATION)

    My first attack does tend to be Shadow Strike, but I do buy healing devices to augment my pavement eating.

    Said eating of pavement doesn't tend to happen after alert alphas that I take as it does during sustained combat wherein the rest of my crew is useless and doesn't DPS/tank/heal me fast enough for me to eat dropped healing orbs to stomp said boss into the pavement without missing a beat.
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    kojirohellfirekojirohellfire Posts: 2,075 Arc User
    edited August 2013
    crosschan wrote: »
    I daresay a decent portion of the vets have figured it out. We show up, hit something, it aggroes us unless we use a thread reducer(if even necessary) and the alert ends. What's to figure out?

    Also, just use Devour Essence...it's the "I win button" of tanking if you want it. :biggrin:

    I kind of meant figuring it out beyond "do moar damage, duuurr" that aggro seems to be stuck on in this game. Even the challenge skills work only so much.
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    jennymachxjennymachx Posts: 3,000 Arc User
    edited August 2013
    I don't know, I've always found that a healthy dose of crippling challenge on Defensive Combo seems to get the attention of my intended target most of the time. The only time I truly have difficulty maintaining aggro is when there's another obvious tank in the group competing for aggro with me. Anyone who's doing massive heals never seemed to be a huge problem either when it comes to competing with them for aggro.

    A basic understanding on how CC and CS mechanics go a long way. The general thing to do is to be consistent with keeping CS as buffed as possible to make up for CC's 10 second cooldown to keep threat up, so having both a CC and CS attack is an absolute must for dedicated tanking.
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    flyingfinnflyingfinn Posts: 8,408 Arc User
    edited August 2013
    I havent PAY-2-TANKMAGE for a long time.
    I get all the candies free.
    And i'm not a mage, i'm a cowboy.

    So let's not bring the Pay2Win here.
    I just punch you with my pistols in your balls if you do.
    And grab aggro that way.
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    glop#4587 glop Posts: 59 Arc User
    edited August 2013
    flyingfinn wrote: »
    I havent PAY-2-TANKMAGE for a long time.
    I get all the candies free.
    And i'm not a mage, i'm a cowboy.

    So let's not bring the Pay2Win here.
    I just punch you with my pistols in your balls if you do.
    And grab aggro that way.

    Oh I wasn't trying to be confrontational, just funny. Strike 1? :confused:

    Still, I think you know what I mean.
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    holloweaverholloweaver Posts: 582 Arc User
    edited August 2013
    Hmm well, I'm sorry you don't enjoy the Alerts but there are few things you should know about Champions game mechanics :

    -sidekicking :
    in Alerts, we're all set on lvl 30 but while a lvl 20 is going to get a buff, a lvl 40 is going to get a reduction. It doesn't end here as the damage reduction is bigger than the buff which means that a lvl 20 deals more damages than a lvl 40 in an Alert... always (considering they've the same stats, same damage output scaling, etc...).

    -pre/post Alert changes :
    With Alerts, the specialisations had been implemented and provided mutliple ways to deal more damages, a lot more of damages while nothing had been implemented to increase threat generation for the tanks. So don't be surprised to hear about DPS/Tank because this is the only way to generate enough threat and to hold aggro in Champions game mechanics. In Champions, a pure tank can not generate enough threat to hold aggro from dpsers.

    Knowing these and considering them, you may reconsider the way you do your Alerts.
    Don't be shy to ask for Alert team in Zone chat, there are some friendly players and they'll gladly help you, either with a support character -to keep you alive- or with a tank -to hold aggro.

    Feel free to tell us how it goes if you try to ask for Alert teams in Zone chat, ok?
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    glop#4587 glop Posts: 59 Arc User
    edited August 2013
    jennymachx wrote: »
    I don't know, I've always found that a healthy dose of crippling challenge on Defensive Combo seems to get the attention of my intended target most of the time. The only time I truly have difficulty maintaining aggro is when there's another obvious tank in the group competing for aggro with me. Anyone who's doing massive heals never seemed to be a huge problem either when it comes to competing with them for aggro.

    A basic understanding on how CC and CS mechanics go a long way. The general thing to do is to be consistent with keeping CS as buffed as possible to make up for CC's 10 second cooldown to keep threat up, so having both a CC and CS attack is an absolute must for dedicated tanking.

    Is no one else depressed by the amount of insight and cleverness that's mostly over my head that it takes to be a tank in this game? I don't play tanks. I play DPS. I want the other people who are tanks, by their own choice- whether through role or class- to tank.

    Tanking with DPS is EXTREMELY counter-intuitive because DPS is different than tank! I play a DPS character, once again, that can withstand decent aggro for what it is- but cannot realistically tank bosses independently that are meant for an entire group over the duration of an encounter. I DO DAMAGE, YOU TAKE IT- LET'S ALL DO OUR JOBS HERE, M'KAY?

    I do not P2TM. The option to do so kinda depresses me, but simultaneously seems like it'd be a lot of fun. Shrug.
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    jennymachxjennymachx Posts: 3,000 Arc User
    edited August 2013
    Well, understanding threat-building mechanics isn't that hard to figure out. The ingame description for challenging strikes and crippling challenge actually explains it in good detail. It's just up to the individual to read it.
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    crosschancrosschan Posts: 920 Arc User
    edited August 2013
    Actually Terra, the main point I want to make here is that it's not so much that it requires alot of thought/design to play a tank in this game. it's that once some(not speaking for all) learn the ins and outs of this game they don't see the point. In CO alot of players are "The Trinity" by themselves.

    Also, as Finn humorously pointed out, it's nowhere near P2Win. It's just that alot of us played before F2P arrived, had toons with themes/concepts/builds they liked, and found the very notion of going froob to be undesirable. Although some have done this and had decent success with the ATs so that avenue is possible if you prepare for it correctly(which, IMO, you appear to have done moreso than I do on alot of my alts since I usually just go SCR Primaries, Unity Drop Purple Secondaries, and a few stacks of Hardy Stouts). Sure, you can shell out 50 bucks and maybe win some pretty legacy devices but they're not entirely necessary. I've seen plenty of people who were horrible before shelling out 50 bucks for devices, get all decked out, and still suck. There are also devices and such obtainable in the game for either Globals or just the effort of farming.

    That being said, as an example. I have an ice tank that runs in Hybrid most of the time and, with the proper advantages on powers, I can reliably tank. Now if I see a suicidal Infernal Toon I may have to switch roles to compensate for them but it still works. In that case I "chose" to be the tank but in most cases, in my experience, most of my toons end up tanking in alerts reguardless of build/role unless I choose to MAKE someone else tank with an aggro wipe.
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    glop#4587 glop Posts: 59 Arc User
    edited August 2013
    jennymachx wrote: »
    Well, understanding threat-building mechanics isn't that hard to figure out. The ingame description for challenging strikes and crippling challenge actually explains it in good detail. It's just up to the individual to read it.

    That's ok with me- I have no experience playing tanks in this game or any other game. I just see a profound lack of vigilance, basically complacency, amongst the folks whose job it is to tank in this game.

    The rationalizing that I've seen thus far in the thread is that Tankmages (if you're uncomfortable with the term, sorry- but that's what they are) who simultaneously deal and soak exorbitant damage are the way to tank. Personally I'd call that a game imbalance that shouldn't have made it past alpha.
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    fudgemonstafudgemonsta Posts: 1,591 Arc User
    edited August 2013
    Ah yes, the tanking topic.

    Some people say that tanking is taking the threat from the target and putting it on you, either via threat generation or sheer DPS.

    Others say being a tank is simply having a lot of health or being difficult to kill.

    Both sides are right. However, unlike most games where you simply 'Select class, play tank' you actually have to know HOW, to tank here.

    Go ahead. Ask a couple people around. Chances are most of them don't know what Threat or Challenging Strikes/Crippling Challenge do. The game doesn't explain it in any way, aside from the phrase when selecting a 'Tank' archetype, such as the ever popular 'Behemoth'.

    'You've got some strong close combat powers designed to damage and knock down your opponents. You can take a lot of damage which you can turn around and use against your enemies. When you're teamed up with other heroes, a lot of them will be depending on you to soak up enemy fire so charge in and start attacking!' Oh, so that's what a tank is? A guy that can not die?

    Apparently, according to the game, yes. How do you do this? No clue, at least, to the newbloods.

    You must also consider that Alerts are...Probably not going to be the cream of the crop each time. In fact, the average player, is a ball of yak meat. Big, smelly, and doesn't really do much aside from make situations unpleasant. Remember to consider this, and try asking friends around for a team.

    As well, do know that those with the 'Bolt' icon that are obtaining threat might be using a certain Spec tree skill called Bulwark which gives an immense gain to threat. Hybrid tanking is actually really good, as you don't have to worry about energy reduction due to the Protector role as well as having increased heals from the Hybrid role. I use it myself, due to my main being a heal based tank.

    Just remember, that Alerts are not a pristine environment and won't make for viable grounds 95% of the time.
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    crosschancrosschan Posts: 920 Arc User
    edited August 2013
    That's ok with me- I have no experience playing tanks in this game or any other game. I just see a profound lack of vigilance, basically complacency, amongst the folks whose job it is to tank in this game.

    But it's not anybody's "JOB" to tank for you in alerts. In my experience, most people can barely use their Energy Builder. Although, yes, there are issues with the On Alert System....lots of them.
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    glop#4587 glop Posts: 59 Arc User
    edited August 2013
    Ah yes, the tanking topic.

    Some people say that tanking is taking the threat from the target and putting it on you, either via threat generation or sheer DPS.

    Others say being a tank is simply having a lot of health or being difficult to kill.

    Both sides are right. However, unlike most games where you simply 'Select class, play tank' you actually have to know HOW, to tank here.

    Go ahead. Ask a couple people around. Chances are most of them don't know what Threat or Challenging Strikes/Crippling Challenge do. The game doesn't explain it in any way, aside from the phrase when selecting a 'Tank' archetype, such as the ever popular 'Behemoth'.

    'You've got some strong close combat powers designed to damage and knock down your opponents. You can take a lot of damage which you can turn around and use against your enemies. When you're teamed up with other heroes, a lot of them will be depending on you to soak up enemy fire so charge in and start attacking!' Oh, so that's what a tank is? A guy that can not die?

    Apparently, according to the game, yes. How do you do this? No clue, at least, to the newbloods.

    I'm new to this game. I've been around but a couple of months, but I still understand intrinsic MMO mechanics. Tanking is generating and soaking aggro- that is, you earn the attention of monster spawns and are capable of managing said attention, sometimes in conjunction with a healer.

    My issue is that I play DPS, and I find myself doing a tank's job, more often than not successfully, but sometimes unsuccessfully. This is a problem- sure, I can de facto tank, but it's not my job. It's the tank's job.
    You must also consider that Alerts are...Probably not going to be the cream of the crop each time. In fact, the average player, is a ball of yak meat. Big, smelly, and doesn't really do much aside from make situations unpleasant. Remember to consider this, and try asking friends around for a team.

    I like to PUG, it's how I experience games. I have someone from my crew who plays this game with me casually but hasn't gotten into it much.
    As well, do know that those with the 'Bolt' icon that are obtaining threat might be using a certain Spec tree skill called Bulwark which gives an immense gain to threat. Hybrid tanking is actually really good, as you don't have to worry about energy reduction due to the Protector role as well as having increased heals from the Hybrid role. I use it myself, due to my main being a heal based tank.

    Once again, a crying shame that this is all probably great info, and yet is also more than likely a convoluted explanation to a very simple concept- whether you blame the players, the Dev's or a combination of both- Tanks should inherently be able to tank, and should be doing so.
    Just remember, that Alerts are not a pristine environment and won't make for viable grounds 95% of the time.

    Yeah, the woes of free to play and dungeon ques. But every other game tends to battle through it more often than not in my experience. Shrug.
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    glop#4587 glop Posts: 59 Arc User
    edited August 2013
    crosschan wrote: »
    But it's not anybody's "JOB" to tank for you in alerts. In my experience, most people can barely use their Energy Builder. Although, yes, there are issues with the On Alert System....lots of them.

    My job is to do DPS and I do it. If you're a tank, I expect you to tank... Shrug.
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    crosschancrosschan Posts: 920 Arc User
    edited August 2013
    You're not seeing it. You "Can" DPS and you've said, more often than not, you "CAN" tank. Your ONLY job in an alert is to WIN. The Trinity might look like it lives here but if it does then it's because someone else showed up who shares your belief in it...not because it's really here. Most of my toons "CAN" Tank/Support/DPS/Do Emotes/Whatever simultaneously.
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    crypticbuxomcrypticbuxom Posts: 4,591 Arc User
    edited August 2013
    With my tank builds I tank as hard as I can and maintain agro if allowed. But if the DPSer doesn't want to stop holding down the maintain and keeps kiting enemies out of my range, I'd rather do without the dps.

    Mitigation and knowing when NOT to attack is all apart of strong team work.

    Also the icons don't mean anything except for specific stat improvements. None of them really effect agro to a satisfiable degree.
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    holloweaverholloweaver Posts: 582 Arc User
    edited August 2013
    With my tank builds I tank as hard as I can and maintain agro if allowed. But if the DPSer doesn't want to stop holding down the maintain and keeps kiting enemies out of my range, I'd rather do without the dps.

    Mitigation and knowing when NOT to attack is all apart of strong team work.

    Also the icons don't mean anything except for specific stat improvements. None of them really effect agro to a satisfiable degree.

    Forget it, his job is just to teach us what's a tank job and he can't hear anything else.
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    chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    edited August 2013
    Sometimes when a DPS deals high damage like 2k per sec like you said, the tank has a hard time maintaining the aggro.
    I have a Behemoth AT w/ Challenging strikes and Crippling Challenge advantage who can hold aggro very well if a spam Shockwave, but when a FF or any AT deals any high damage the aggro goes to them constantly.

    If you are so ticked on getting killed, why not change the survivability of your build? Like get a selfl-heal, shield or something. I used to have a high DPS FF build, however, seeing that I usually do missions solo I change it to have more survivability. It can even stand its ground against gravitar(if i'm careful).

    EDIT: Whoops! I just read that you're a Night Avenger AT. Meaning you can't switch powers. Well, being a Night AT is a real pain now since Throwing Blades got nerfed. You can try getting a fast tp to run around while dpsing. Although that will annoy your teammates and the tank will have a hard time aggroing the mob.
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    xcaligaxxcaligax Posts: 1,096 Arc User
    edited August 2013
    You seem to be forgetting that if the tank is holding aggro for a set period of time, and you manage to pull, but refuse to block or do anything to let the tank rebuilt that threat generation, then it is your own fault.

    What annoys me is that the vast majority of dps type players have one track minds that say "DPS NO MATTER WHAT! EVEN IF THEY ARE ON ME! DPS UNTIL I DIE!" And then they blame is on the tank for losing aggro.

    Personally, I don't have that problem, as I've never had a dps player pull off me. Ever.

    It is NOT the tank's job to ensure you live. That is YOUR responsibility.

    Now if you do manage to pull and you still think it's the tank's job to not lose aggro, then BLOCK, and find a way to LOSE aggro.
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    ashensnowashensnow Posts: 2,048 Arc User
    edited August 2013
    My job is to do DPS and I do it. If you're a tank, I expect you to tank... Shrug.
    Tanks should inherently be able to tank, and should be doing so.

    From what you have described you are NOT actually playing with tanks. If you are not playing with tanks its probably a bit off to be complaining that they are not doing their job. Right now you are playing with other DPSers, perhaps even the occasional support character, and are complaining that they are not tanking.

    'Caine, miss you bud. Fly high.
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    monaahirumonaahiru Posts: 3,073 Arc User
    edited August 2013
    Is this a place where we can learn role system? :3
    learn-the-difference-humans_c_891182.jpg
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    ariesmajorariesmajor Posts: 394 Arc User
    edited August 2013
    somebob wrote: »
    Exactly.

    Because if you see a shield over someone's head, it DOES NOT MEAN that they are a tank.

    This is why I turn off the icons over people's heads. Because it DOES NOT WORK.

    The icon 'system' is ONLY based on what Role you're currently in. That's it. It does NOT care about your passive, your powers, if you have Crippling Challenge, ANYTHING. It's JUST your Role.

    Blame Cryptic on this very extremely poorly designed system, not the player.

    Ok...but.....why would you even use that role if you don't plan on being tanky/defensive?

    You lose damage from it, you gain extra threat generation, you lose healing from it.....so why be in a role and have powers that are maximal in a different role like hybrid support ranged or melee damage?

    Its not like support role where people take it to min max for self heals and don't heal people around them....its tank roll.

    Damage loss for a tiny bit of hp doesn't seem worth it if you're not gonna use the roll to grab aggro why use it? All of the defensive passives can be used in hybrid, so if you don't want to be the tank, put it on hybrid roll.....logic....
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    ashensnowashensnow Posts: 2,048 Arc User
    edited August 2013
    ariesmajor wrote: »
    if you're not gonna use the roll to grab aggro why use it?

    Not everyone has a choice in the matter (the choice about subscribing aside of course). Some people just want a character that doesn't die easily... or perhaps are inspired by some of the tougher characters in the source material.

    Edit: I am referring to the inability to choose role for an AT.

    xcaligax wrote: »
    What annoys me is that the vast majority of dps type players have one track minds that say "DPS NO MATTER WHAT! EVEN IF THEY ARE ON ME! DPS UNTIL I DIE!"

    Actually it is more like, "DPS NO MATTER WHAT! EVEN IF THEY ARE ON ME! DPS TIL THEY DIE!"

    'Caine, miss you bud. Fly high.
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    draogndraogn Posts: 1,269 Arc User
    edited August 2013
    Dear Impatient DPS,

    If you are in an alert and see the tank standing at the stairs hitting the boss with some form of ranged ability, there is likely a reason for that. If you charge at the boss before it has a chance to get to said tank and are refusing to help the tank move the boss back to the stairs, then tanking said boss is your job.

    Signed,
    a tank who is tired of dps who think their 'leet' dps means something in an alert.
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    lafury001200lafury001200 Posts: 567 Arc User
    edited August 2013
    Dangit OP, I thought this was a mission request or team duel from the title. Damn my hopes and dreams!

    At any rate if you are talking about alerts, it does seem lately that there are fewer tanks in alerts the days. As previous players have mentioned, with the ff system and to some smaller extent spec choices and such made by at's, don't assume something is a tank because it's displaying the role icon you think a tank should.

    Lots of tanks play in hybrid. With Bulwark specced. They can hold aggro.

    Lots of tanks play other than hybrid. Without Bulwark. They can hold aggro.

    Join an sg with tanks who do alerts or pug with the tanks you do see. Problem solved.
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    fudgemonstafudgemonsta Posts: 1,591 Arc User
    edited August 2013
    And on the subject of 'filling the role of tank' I have that with my heavy weapons DPS character, Battalion. I've still yet to find anyone that can keep threat off of me with it, although like I said Alerts aren't the best area for it.

    I grabbed a heal and now I can semi-sorta-off-tank because I can crit heal with Conviction and keep wailing on their face.

    Is it the best way to do it? No, and I know this.

    Why do I let it go? Because I know that I'll still get threat back in three hits regardless, so I try to do what I can before I drop.

    I really don't know what I'm trying to say with this, aside from that there is no trinity here.
    @HangingDeath

    Deliciously nutritious!
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    theravenforcetheravenforce Posts: 7,065 Arc User
    edited August 2013
    I'm new to this game. I've been around but a couple of months, but I still understand intrinsic MMO mechanics. Tanking is generating and soaking aggro- that is, you earn the attention of monster spawns and are capable of managing said attention, sometimes in conjunction with a healer.

    My issue is that I play DPS, and I find myself doing a tank's job, more often than not successfully, but sometimes unsuccessfully. This is a problem- sure, I can de facto tank, but it's not my job. It's the tank's job.

    Then you have to consider, how many tanks there are in game that actually still alert, I know my "tank" only does it very rarely. (She runs in Hybrid Role, with Invuln, but can tank if necessary, so really Black Diamond is just a little tough.)

    With the options of the FF system people can tank with support passives.

    I don't know how much this has been stressed but the icons are deceptive.

    I've been in an alert where the Tank Role toon told me to "stay back cause with your squishy Electric Form Passive" I'll get creamed. He died, and I "tanked" the alert.

    I think at this point in time DPS toons tend to build for utter destruction or destruction with sizeable defense.

    I know that with my DPS toons I tried to have a decent amount of defense so the healer can get to me or I can heal up and another DPS takes over for a period of time. As a DPSer you need to watch your HP and what you are pulling. No point running into a large mob and spamming SUPAARLAZZAARDPZ attack and expecting the tank to come in after you and save you. Similar way to how some DPS players scream at healers for not killing themselves to save them, when in actual fact if the healer dies who or what is going to save them?

    I think roles like healer and tank, when players run them, they require other players to think logically rather than zerg everything. If everything is comming toward you in full force, don't continue firing get to a healer, use the... *gasp*..block mechanic and regulate how much HP you have and may loose in the process so you know when to turtle up.

    Thing is, players generally in my experience can tank with whatever the hell they like, I am sure a vast majority of people who have posted here can tank alerts, instances dead easy without touching Tank Role or Hybrid Role.

    My own experience has been varied, whilst I understand the frustration of dying in an alert due to bad "tanks", there have been some phenomenal tanks in alerts who have shrugged off 4 DPS players firing at the boss and never allowed the boss to focus on the DPSers, whilst surviving.

    Ask around and some tanks, real ones, will surprise you with how good they are, I speak from experience, I was leveling my lvl 39 DPS and needed a tank badly, one came along and..well lol, I have never run a smoother bunch of alerts.
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    meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited August 2013
    Don't be too attached to roles icons in CO. They aren't very important, not even with tank AT's.

    Threat in this game comes mostly from DPS paired with Crippling Challenge and Challenging Strikes. Which also means that "tank" AT's are often falling short with keeping their threat, since they are easily outDPSed.
    When I'm playing alerts on my Savage it almost always ends tanking the whole thing, though it's not even a tank oriented AT. Because of devour essence and ticks from bleeds on target. Thankfully this AT is sturdy enough to tank things.

    The whole trinity system simply doesn't apply to CO.

    Another thing are people playing DPS AT's with their attacks paired with Crippling Challenge. If you don't want to have aggro all the time, do not spam attacks with this advantage. It's right there in description for this advantage. If you are disregarding it, do not be surprised when everything starts chasing your glass cannon AT.
    If you chose to build a "DPS Tank," my limited experience with this game tells me that you've done it wrong- if your DPS was better than mine, you'd have the aggro, not me.
    People are building DPS oriented tanks, or even buffing DPS of their tanking AT's because game is heavily oriented in favor of DPS. If you can't pull enough DPS, you are of no use in certain challenges. Like Ironclad/Duratok part of Forum Malvanum, for example. It's not a problem with players, not even with game system, rather with devs deciding to punish people for not having DPS oriented builds.
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    lafury001200lafury001200 Posts: 567 Arc User
    edited August 2013
    "

    Thing is, players generally in my experience can tank with whatever the hell they like, I am sure a vast majority of people who have posted here can tank alerts, instances dead easy without touching Tank Role or Hybrid Role.

    My own experience has been varied, whilst I understand the frustration of dying in an alert due to bad "tanks", there have been some phenomenal tanks in alerts who have shrugged off 4 DPS players firing at the boss and never allowed the boss to focus on the DPSers, whilst surviving.

    Ask around and some tanks, real ones, will surprise you with how good they are, I speak from experience, I was leveling my lvl 39 DPS and needed a tank badly, one came along and..well lol, I have never run a smoother bunch of alerts.
    "

    Raven checkmates thread.
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    thebuckeyethebuckeye Posts: 814 Arc User
    edited August 2013
    xcaligax wrote: »
    You seem to be forgetting that if the tank is holding aggro for a set period of time, and you manage to pull, but refuse to block or do anything to let the tank rebuilt that threat generation, then it is your own fault.

    What annoys me is that the vast majority of dps type players have one track minds that say "DPS NO MATTER WHAT! EVEN IF THEY ARE ON ME! DPS UNTIL I DIE!" And then they blame is on the tank for losing aggro.

    Personally, I don't have that problem, as I've never had a dps player pull off me. Ever.

    It is NOT the tank's job to ensure you live. That is YOUR responsibility.

    Now if you do manage to pull and you still think it's the tank's job to not lose aggro, then BLOCK, and find a way to LOSE aggro.

    This right here. I play quite a few tanks characters. I have yet to reach Caliga's level of tanking...yet (even ran with him in a Hi-Pan Alert)....

    My thing is if I'm tanking for an entire party/team and somebody happens to pull the aggro away from me, I hope they can handle it. Because while ideally I'd be covering the entire team as far as being the most threatening to the mobs/bosses if it doesn't work out and a DPS draws the threat, well I've gotta make sure that the majority of the party is still covered and if possible take the threat back. But I'm not going to fight you for the threat...after all the survival of the group in general might be my "job". It is the "job" of the individual members to ensure their own survival. So if you zerg in front of the tank and get rolfstomped, maybe you should treat it as a learning experience...and I don't know wait for the Tank to start the danse macabre with the mobs first. If that doesn't work you can always bring your dance partners over to the Tank instead of just running away in general just bring them by the kite string and hand it over...
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    smoochansmoochan Posts: 2,564 Arc User
    edited August 2013
    Dear tanks,

    I know that some of you are brilliant. I've witnessed you in action. Please, bear witness to my testimony, and pass it on to your tank brethren.

    My name is Glop, and I am a DPS character.

    I do an average of 2k damage per button press in an alert. This might not seem like a lot, and it's certainly not high end. But it's significant enough to pull all of the boss and mob aggro in alerts nine out of ten times, for the whole time, unless or until I die. Which brings me to my point, dying, and why it's your job to make sure I don't...

    I see shields over people's names, and they don't have the aggro. If you chose to build a "DPS Tank," my limited experience with this game tells me that you've done it wrong- if your DPS was better than mine, you'd have the aggro, not me.


    Please tank if you're a tank. Please tell your tank friends to tank, if they're playing tanks. I've never had to resort to begging tanks to tank before, but I like this game enough to give it a shot.

    Charge into the spawns before me!

    WHY AM I ALWAYS FORCED TO SOAK ALPHAS? Tanks should not be skittish!

    It's your job to get there FIRST, and live to tell the tale, while people like me destroy your hostile surroundings.

    Bonus points if you don't take an extra minute or two to load, so you can do your job even faster.

    The longer I live, the faster the alert is over.

    You are a TANK!!! You should be basking in the glory of soaking damage, while I bask in the glory of dealing damage. Please tanks, just do it.

    -Glop

    Dear Glop,

    Welcome to Champions Online. Here, we do not create roles, we create characters. Congratulations on making a dps character that is dependent on others. I wish you luck in finding a group of people that you can consistently group with who you can depend on to fill roles the same way that you have chosen to. If you are unable to find such a group, then might I suggest that rather than trying to get the community to adapt to you, that you adapt to the community. I am confident that after you adapt your way of thinking, you will find the true joy of playing a glass cannon character, rather than the dps role.

    Yours Truly,
    Smoochan

    Champions Online: Be the hero you wish you could be in a better game.
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    forrksakesexcoforrksakesexco Posts: 435 Arc User
    edited August 2013
    Failure to communicate, there's just no time to get whatever peoples roles and capabilities are in an alert. Unless you're in a pre made team I suppose. It's a shame people don't seem to run lairs much these days, then you got some real teamwork going.
    I was in a Harmon labs alert with a squishy electric (wondering if my dps was really that good), 3 other 40s and a 20 something I think. I died in the Warlord fight, I was doing more DPS and Warlord went for me in pref. So yeah had to sit that one out but on the bright side I musta been doing good DPS or at least better than the other 3.
    Sparkle Motion - Heroic death a speciality!
    _____________
    [SIGPIC][/SIGPIC]
    The one who can't shut up formerly known as 4rksakes
    About the @handle - it's a long story.
    Profound quote.. "I'm not a complete idiot - several parts are missing."
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    decorumfriendsdecorumfriends Posts: 2,802 Arc User
    edited August 2013
    Wow, reading all this makes me really miss CoX's simple Taunt power. I was spoiled and am too used to just pointing and saying "C'mere!".

    Or rather, "ARGHLBLBLARAGGLEGLE", which was somewhat annoying. :wink:
    'Dec out

    QDSxNpT.png
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    edited August 2013
    If you are drawing too much aggro, stop attacking and hold block for a second or two.
    You will drop threat.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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    zahinderzahinder Posts: 2,382 Arc User
    edited August 2013
    Summation:
    You can't actually tell if someone is a tank. 'Role' doesn't mean someone is that role, it's a mechanical thing -- someone in ranged attack mode might be built as a tank, someone in defensive mode could be built to damage.

    Aggro is everyone's job. If you keep getting aggro away from the tank, part of it is your fault for not working with the tank. Ie: start getting aggro? STOP ATTACKING.
    But, again, this only works if you KNOW someone is a tank.

    This is why pugs are painful if you actually want to integrate your play with other people, and why pretty much nobody tanks anymore (I used to, gave it up)
    Campaign: The Fenwick Cycle NWS-DKR9GB7KH

    Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?

    Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?

    Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
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    sistersiliconsistersilicon Posts: 1,687 Arc User
    edited August 2013
    xcaligax wrote: »
    You seem to be forgetting that if the tank is holding aggro for a set period of time, and you manage to pull, but refuse to block or do anything to let the tank rebuilt that threat generation, then it is your own fault.

    What annoys me is that the vast majority of dps type players have one track minds that say "DPS NO MATTER WHAT! EVEN IF THEY ARE ON ME! DPS UNTIL I DIE!" And then they blame is on the tank for losing aggro.

    Personally, I don't have that problem, as I've never had a dps player pull off me. Ever.

    It is NOT the tank's job to ensure you live. That is YOUR responsibility.

    Now if you do manage to pull and you still think it's the tank's job to not lose aggro, then BLOCK, and find a way to LOSE aggro.

    All of this, with butter and maple syrup.

    When SS Prime was an electric blaster build, this was how I handled cosmics:

    10 AHHH, EAT ELECTRIC DEATH, FLAMING MONKEY
    20 OH $#!^ FLAMING MONKEY NOTICED ME TURTLE LIKE CLAUDE LEMIEUX UNTIL HE GOES AWAY
    30 GOTO 10

    There's a natural ebb and flow to DPS and threat. Against a cosmic or raid boss, there's plenty of time to de-aggro and still feel like you're contributing. On the other hand, I've been in Dockside Dustups where my attack chain consisted of "Gigabolt, Lightning Arc, Block until boss is down to 50% health and hope everybody else's collective DPS can finish in time". Then On Alert happened, and I discovered the joy of Power Armor Blast-Tanking.
    Choose your enemies carefully, because they will define you / Make them interesting, because in some ways they will mind you
    They're not there in the beginning, but when your story ends / Gonna last with you longer than your friends
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    nephtnepht Posts: 6,883 Arc User
    edited August 2013
    Hi guys! I have done all my research on the free form role system. I am currently not opting to utilize it- I play a lvl 40 "Night Avenger" ranged DPS Rogue. Based on my research though, I would assume that if one were to enter the Tank (Guardian) role, one should be prepared to fill the responsibilities of said role.

    It seems unfair to current, and potential future team mates to enter a combat role that you're not equipped or willing to handle unless you're capable of performing said role. The HP cushion of switching to Tank role might seem like a benefit if you don't know or don't want to know how to avoid death patches or cone attacks, but the game does give ample warning for both of the above, neither of which require being in a Tank role as a non-tank to survive in my experience.

    Though I will point out that Alerts do seem to scale unfairly to low level players, something I pointed out in my first ever post here, along with role issues, that the Dev's seem to be addressing.

    Reading out of date wikis and actually using a FF toon are two different things. I have one toon called Strange Dave he has a shield icon over his head. He does around 4000 dps a second.

    Some FF's pick the "tank" role for the extra defense and health it gives. My best tank is a toon Called Mika that has a bullet over her head. Do you see what I am getting at here.

    With FF roles icons mean nothing.

    BUT I do think ATs plays should understand the role their toon has, they are playing a more traditional type of toon.
    nepht_siggy_v6_by_nepht-dbbz19n.jpg
    Nepht and Dr Deflecto on primus
    They all thought I was out of the game....But I'm holding all the lockboxes now..
    I'll......FOAM FINGER YOUR BACK!
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