So, I've come to realize that CO is seriously lacking in terms of defensive forms. We've got Enrage, Tiger, Master, Tempest, and loads of others that all seriously boost damage output...
Then IDF for defense.
..I...D...F. Unless I've overlooked something, that's it. We need more choices, devs!
WARNING: The following ideas are the incomplete ramblings of a madman.
For instance, say we were to take Form of the Master, keep it Martial, but make it defensive. It could be set up something like this:
Dragon Stance:Whenever you gain health through a self-healing power, you gain a stack of Iron Will(Max of 8). This can happen once every 4 seconds.
--[Iron Will grants melee damage resistance and ranged damage mitigation to a lesser degree.]--
Advantage-Unending Flames:Whenever you score a critical heal, the cooldown timer on your self-healing powers is reduced by 2 seconds. This can occur at most once every two seconds.
__________________________________________________ __
Or if we were to turn Form of the Tiger into a Defensive form:
Horse Stance:Whenever you Stun/Root/Interrupt or attempt to Stun/Root/Interrupt an enemy, you gain a stack of Iron Will(Max of 8). This can happen once every 4 seconds.
--[Iron Will grants melee damage resistance and ranged damage mitigation to a lesser degree.]--
Advantage-Swift Stallion: When an enemy breaks free of your stun or root attempts, you gain a stack of Gallop (Max of 5). Gallop grants an additional 25% Dodge Chance and 10% Avoidance per stack.
__________________________________________________ __
Just a few ideas I had floating around, I'm sure you guys reading this have some great ones too. Show me what ya got! :cool:
Yes pls. Given just how survivable FFs can already be w/ 100% dodge builds, MD/Unbreakable/Ascension cycling builds, or HP/Con stacking builds, I'd rather defense forms not offer a mitigation bonus at all and just be for threat + some energy return for doing tanky things (maybe a smaller dmg bonus, but def wouldn't be a major aspect of the toggle).
just to help brainstorm, my idea for it:
Perseverance
When active, gain an instance of Impose every time you..
-block damage (not simply block)
-dodge
-heal or shield yourself (not allies) (Regen and PFF count), or
-apply CS or CC
.. all in-combat only, and w/ an ICD of 3-4 sec
Impose increases your threat by XX%, the damage of all your powers by Y%, and when you gain the stack you receive # energy. Stacks upto 8 times. When active, the energy costs of your powers are increased by 10% (er.. 9.1%, w/e).
XX = 2.5 times the dmg boost that dmg-boosting toggles give (as threat instead)
Y = 1/5th of XX (or half the dmg boost that dmg-boosting toggles give)
Stacks and energy return scale w/ Constitution or Endurance, whichever is higher. (though for most of us that'd be Con, added End as an option for PFF/Impulse users not having a Con SS)
I just don't think toggles are very fun. You just turn them on and they eat up a power slot that you could have used for something more fun.
Also I'd rather have the tanking attacks and their levels of threat, including CS and CC, looked at rather than slapping a threat toggle on as a bandage.
Just my 2 cents. Not a big fan of powers that don't have much in the way of interaction and not a big fan of having tanking styles shoehorned into some toggle.
Also I don't want to see a new era of extremely high threat tanks that make little contribution to dps. The dps arms race for tanks is what keeps it interesting and the resurgence of tanks attempting to hold aggro via pure dps is refreshing and interesting also.
Also I don't want to see a new era of extremely high threat tanks that make little contribution to dps. The dps arms race for tanks is what keeps it interesting and the resurgence of tanks attempting to hold aggro via pure dps is refreshing and interesting also.
Tanks aren't primarily meant to dps. Ur missing the point of the role. Also, dps-tanking is what majority of players already do when threat scales poorly relative to dmg, and great power imbalances exist such as in this game. Its not wide-spread because its more interesting; its wide-spread because of poor game balance. I'd also argue its not interesting when it really just boils down to who picked the most powerful dps moves to tank with.
Even w/ this toggle, you'd still see very high-dps tanks being built, just cause again ability balance is way off in CO.
Probably the fastest and most humble accepted loss of an argument I've seen on the internet.
Edit: nevermind what i wrote was kind of mean...tank however you want to and carry on
but yeah a CC and CS review is probably favorable to a toggle to fix tanks. For instance, some powers apply these taunts faster than others because of activation time which makes powers like DE clearly superior to other threat powers by a large margin. Taunts ought to scale with attack speed. Finally CS and CC should be available on all attacks. my 2 cents based on my idea of what a tank is.
The person who pointed out I got tanks all wrong for liking the fact they're realizing they ought to bring DPS to the table (heh) admitted that threat mechanics were broken anyways. So obviously we should probably fix threat first before thinking about a toggle that will work alongside a broken system...
CC and CS are already costly. I'd take a careful re-examination of CC and CS by the devs and maybe even support a buff to them. That's better and cleaner than a toggle anyways. A toggle just takes another power away.
But whatever. I'm going to stop talking about tanks. Seems like there's nothing more paradigm filled than how one ought to tank.
The person who pointed out I got tanks all wrong for liking the fact they're realizing they ought to bring DPS to the table (heh) admitted that threat mechanics were broken anyways. So obviously we should probably fix threat first before thinking about a toggle that will work alongside a broken system...
'That person' (*waves* hi) didn't say you 'got it all wrong'
Anyways, power imbalance is always an issue, and as highlighted in other threads and by many diff posters.. it should be addressed, but that's a diff topic than in this thread so I didn't go on about it here.
And CC/CS was a nice addition, but incomplete, imo. Its part of the reason threat scales poorly atm. Players got a huge power creep in dps w/ the On Alert changes, but that was not met was a buff to CC/CS threat- we still have fixed values that don't scale on those, and that's silly.
Perhaps if they changed/buffed CC/CS we wouldn't need a threat toggle, but again I'm not one for a mitigation toggle (outside IDF's small effect for hard content) since there's already imbalances w/ how (imo ridiculously) survivable FFs builds can be, so I'm not sure what else I'd want a 'Defensive toggle' to entail.
Comments
I'd certainly like some more, maybe based on blocking. They would have to tie into a core game mechanic though to be useful.
My super cool CC build and how to use it.
Oh my god YES. It increases all damage lower than most forms, but makes all damage deal additional threat.
Yes pls. Given just how survivable FFs can already be w/ 100% dodge builds, MD/Unbreakable/Ascension cycling builds, or HP/Con stacking builds, I'd rather defense forms not offer a mitigation bonus at all and just be for threat + some energy return for doing tanky things (maybe a smaller dmg bonus, but def wouldn't be a major aspect of the toggle).
just to help brainstorm, my idea for it:
Perseverance
When active, gain an instance of Impose every time you..
-block damage (not simply block)
-dodge
-heal or shield yourself (not allies) (Regen and PFF count), or
-apply CS or CC
.. all in-combat only, and w/ an ICD of 3-4 sec
Impose increases your threat by XX%, the damage of all your powers by Y%, and when you gain the stack you receive # energy. Stacks upto 8 times. When active, the energy costs of your powers are increased by 10% (er.. 9.1%, w/e).
XX = 2.5 times the dmg boost that dmg-boosting toggles give (as threat instead)
Y = 1/5th of XX (or half the dmg boost that dmg-boosting toggles give)
Stacks and energy return scale w/ Constitution or Endurance, whichever is higher. (though for most of us that'd be Con, added End as an option for PFF/Impulse users not having a Con SS)
2nd edit: f-it, upped the threat multiplier XD
- Be safe and have fun, champs - for science!
Also I'd rather have the tanking attacks and their levels of threat, including CS and CC, looked at rather than slapping a threat toggle on as a bandage.
Just my 2 cents. Not a big fan of powers that don't have much in the way of interaction and not a big fan of having tanking styles shoehorned into some toggle.
Even w/ this toggle, you'd still see very high-dps tanks being built, just cause again ability balance is way off in CO.
- Be safe and have fun, champs - for science!
Yeah you're right I probably don't know what tanks are for.
Probably the fastest and most humble accepted loss of an argument I've seen on the internet.
Edit: nevermind what i wrote was kind of mean...tank however you want to and carry on
but yeah a CC and CS review is probably favorable to a toggle to fix tanks. For instance, some powers apply these taunts faster than others because of activation time which makes powers like DE clearly superior to other threat powers by a large margin. Taunts ought to scale with attack speed. Finally CS and CC should be available on all attacks. my 2 cents based on my idea of what a tank is.
The person who pointed out I got tanks all wrong for liking the fact they're realizing they ought to bring DPS to the table (heh) admitted that threat mechanics were broken anyways. So obviously we should probably fix threat first before thinking about a toggle that will work alongside a broken system...
CC and CS are already costly. I'd take a careful re-examination of CC and CS by the devs and maybe even support a buff to them. That's better and cleaner than a toggle anyways. A toggle just takes another power away.
But whatever. I'm going to stop talking about tanks. Seems like there's nothing more paradigm filled than how one ought to tank.
'That person' (*waves* hi) didn't say you 'got it all wrong'
Anyways, power imbalance is always an issue, and as highlighted in other threads and by many diff posters.. it should be addressed, but that's a diff topic than in this thread so I didn't go on about it here.
And CC/CS was a nice addition, but incomplete, imo. Its part of the reason threat scales poorly atm. Players got a huge power creep in dps w/ the On Alert changes, but that was not met was a buff to CC/CS threat- we still have fixed values that don't scale on those, and that's silly.
Perhaps if they changed/buffed CC/CS we wouldn't need a threat toggle, but again I'm not one for a mitigation toggle (outside IDF's small effect for hard content) since there's already imbalances w/ how (imo ridiculously) survivable FFs builds can be, so I'm not sure what else I'd want a 'Defensive toggle' to entail.
- Be safe and have fun, champs - for science!