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Tank "nerfs"

Started by R0gan, February 24, 2014, 03:52:17 PM

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Chicks

Quote from: Clonage on March 11, 2014, 09:20:52 PM
Is the boost supposed to work also in PvP(better chance to force target)?

furthermore, what is the time/impact of such force target? Is it a force attack or a target lock?
The last of his kind
Tk/Es 80 -> sorc 76
Quote from: Brownxtown
he pwns ppl, they see his pink poney and there like OMG GHEY PONEY and they dont hit it then the pony uses its pro pink powers and they die and the dead ppl go WTF PONY HAX

http://www.youtube.com/watch?v=76hYNCxHBUE

Clonage

#229
Quote from: Chicks on March 11, 2014, 09:56:24 PMfurthermore, what is the time/impact of such force target? Is it a force attack or a target lock?
There's no timer, you can switch target immediately... On interlude you dont have target lock. And from what i've seen neither force attack on 1st try lol, you always need to at least agro 2 times for someone to attack you. Force target rate feels kinda arround 70% which is low taking the fact that you cant force attack at 1st try
For example: Someone can just press ESC or switch target and they will never force attack you. And not having a chance to Force attack at 1st try is bad for PvP.

My question was: Is the chance in PvP force target boosted?

RetardedCP/AbyssCP
Gaia: Misato / Ceres / Green
Nova: Envy
Ayrin: Ceres
Hellraiser: Envy
Shadow: Clonage / Hawt
Frintezza: Hawt
Discord: Mitchel#3748

=drake=

Quote from: Clonage on March 11, 2014, 10:29:50 PM
My question was: Is the chance in PvP force target boosted?

Is raised the aggro gained, not the chances to force the target.
By default is 40%, enchanting raises it. (Augmentation and Tattoo have max 40%)

Quote from: Chicks on March 11, 2014, 09:02:53 PM
As I stated before, to keep the hate up against your nukers/archers/healers, you can't hit more than once or twice between each aggressions (basically the CD time of aggression), otherwise you won't keep the aggression (because you are pure tank and your damage/attack speed is laughable remember?), making the tattoo near useless, as opposed to most DD tattoos. Simply making aggression trigger the tattoo would help a whole lot vs RB's and group of mobs.

Right now, the tattoo is not helping much/making much sense due to the way it's made to work. It's ok for high attack speed tanks I guess... which is not logical to the tank role per say. We should have low damage and high defense, not the opposite.

I stated also that there is the Augmentation, no one cares to remember it :)

Augmentation is like an extra Aggression as it have same reuse and same effect as of max lvl Aggression enchanted to +0
The TRIGGER augmentation on normal hits have 10% to trigger, on criticals have 20% to trigger.
The tattoo, max leveled, have (aggro related) identical effect to the augmentation and triggers at 10% rate on normal hits.
(the boosts on shield def and rate is straight passive)

If you combine Aggression+Tattoo+Augmentation, i doubt you can have any issues to keep aggro (or even force attack).

Clonage

#231
Quote from: =drake= on March 12, 2014, 12:46:54 AM
Is raised the aggro gained, not the chances to force the target.
By default is 40%, enchanting raises it. (Augmentation and Tattoo have max 40%)

Wtf? With Tattos autos can force target in PvP?

RetardedCP/AbyssCP
Gaia: Misato / Ceres / Green
Nova: Envy
Ayrin: Ceres
Hellraiser: Envy
Shadow: Clonage / Hawt
Frintezza: Hawt
Discord: Mitchel#3748

=drake=

Quote from: Clonage on March 12, 2014, 12:59:19 AM
Wtf? With Tattos autos can force target in PvP?

What you mean?
All the following skills can force target to self (for an instant). If target is already "self", it triggers a forced autoattack:

-Aggression
-Hate Aura
-Augmentation of Aggression (any)
-Tattoo of Wall

Clonage

#233

Imagine im a Pala, if i start to auto attack someone flagged(or with war) while Tatto is equiped, i have x%(depending on Tatto level) to make him force target me?
This is actually good on paper but not compared to other tattos D: (PvP)

I had no ideia agro was that weak in PvP, 40% .. Such a weak Crowd control... The probability to make someone force attack you on 2nd Aggro is 20% :/. If Aggro could force attack on 1st try even with low rate it would be alot more viable.

Also, can you provide the inscresed % for each enchantement level on Aggression/Aura Hate?

RetardedCP/AbyssCP
Gaia: Misato / Ceres / Green
Nova: Envy
Ayrin: Ceres
Hellraiser: Envy
Shadow: Clonage / Hawt
Frintezza: Hawt
Discord: Mitchel#3748

=drake=


Clonage


RetardedCP/AbyssCP
Gaia: Misato / Ceres / Green
Nova: Envy
Ayrin: Ceres
Hellraiser: Envy
Shadow: Clonage / Hawt
Frintezza: Hawt
Discord: Mitchel#3748

=drake=

Quote from: Clonage on March 12, 2014, 01:30:37 AM
Imagine im a Pala, if i start to auto attack someone flagged(or with war) while Tatto is equiped, i have x%(depending on Tatto level) to make him force target me?
This is actually good on paper but not compared to other tattos D: (PvP)

Dont forget that the tattoo is shining when you combine it with a shield and other shield masteries/skills.
Did you compared the damage reduction and shield trigger rate with/without tattoo?
Lv4 tattoo is extremely amazing and empowered tattoo is maybe one of best tattoos a tank could use against other fighters: is nearly comparable to have a passive physical UD.

Chicks

#237
Quote from: Clonage on March 11, 2014, 10:29:50 PM
There's no timer, you can switch target immediately... On interlude you dont have target lock. And from what i've seen neither force attack on 1st try lol, you always need to at least agro 2 times for someone to attack you. Force target rate feels kinda arround 70% which is low taking the fact that you cant force attack at 1st try
For example: Someone can just press ESC or switch target and they will never force attack you. And not having a chance to Force attack at 1st try is bad for PvP.

My question was: Is the chance in PvP force target boosted?

if it actually is the case, I refers to my previous comments : escape, macros, simply using attack, clicking. All those thing will cancel/switch the target and thus render aggression totally useless to any player that is remotely aware of it's surrounding.


Quote from: =drake= on March 12, 2014, 12:46:54 AM
Is raised the aggro gained, not the chances to force the target.
By default is 40%, enchanting raises it. (Augmentation and Tattoo have max 40%)

I stated also that there is the Augmentation, no one cares to remember it :)

Augmentation is like an extra Aggression as it have same reuse and same effect as of max lvl Aggression enchanted to +0
The TRIGGER augmentation on normal hits have 10% to trigger, on criticals have 20% to trigger.
The tattoo, max leveled, have (aggro related) identical effect to the augmentation and triggers at 10% rate on normal hits.
(the boosts on shield def and rate is straight passive)

If you combine Aggression+Tattoo+Augmentation, i doubt you can have any issues to keep aggro (or even force attack).

Augmentation is a farly "late game" asset (considering it cost a lot/is rare, getting that enchant is based on luck only, etc). I'm talking general here.

I did not ignore it, but it's irrelevant to any tank below lvl 76 or so. Same goes for spell enchant. I understand that your friends (talking PVE here, as  it doesn't change much for pvp) shouldn't have them neither in that case, but we cannot consider only the late game situation in a medium rate server to base our analysis of the situation of all/most tanks in the game. Imho at least.

And if aggression has no locked target feature, boosting shield defense/rate is useless too, as no one (talking about non retarded humans here) hit a tank willingly. Even if you succeed to aggro for the second time (thus forcing attack), nothing stop that player to just click with his mouse anywhere in his view (outside the tank) to render aggression utterly useless.

The tattoo can be "usefull" in pvp, up to some extend, but is extremely undermined by any other tattoo. Making the tattoo trigger on aggression will create a force attack, making aggression slightly more viable in pvp and pve. Right now, aggression in pvp is basically a mana sink and for rb the tattoo is useless as you need to spam aggression (so no time to properly auto attack, making the 10% landing rate laughable) other wise you either loose the rb or it takes 1h or more to kill it.
The last of his kind
Tk/Es 80 -> sorc 76
Quote from: Brownxtown
he pwns ppl, they see his pink poney and there like OMG GHEY PONEY and they dont hit it then the pony uses its pro pink powers and they die and the dead ppl go WTF PONY HAX

http://www.youtube.com/watch?v=76hYNCxHBUE

silent_death

Mate, how do you not understand the bottom line that admin's are trying to put across?

Tanks have never been useful in PvP in Interlude. End of. The GMs are giving you a chance to be useful by getting ALL the end game stuff (tattoo, augment, etc) and then you can help your friends frack shit up.

Until then, go tank RBs and spam aggression. That's what a tank does and has always done. If you get ignored in PvP, spam the shield-stun out of them, debuff/arrest/whatever you have, and do a bit of damage - as you CAN when you are getting ignored. Pull out a good 2 hander and bash them on the head. That's it.

Jeeeeezus, all this spam in this damn topic
Your friendly neighbourhood forum troll.

Chicks

Quote from: silent_death on March 13, 2014, 02:01:41 PM
Mate, how do you not understand the bottom line that admin's are trying to put across?

Tanks have never been useful in PvP in Interlude. End of. The GMs are giving you a chance to be useful by getting ALL the end game stuff (tattoo, augment, etc) and then you can help your friends frack shit up.

Until then, go tank RBs and spam aggression. That's what a tank does and has always done. If you get ignored in PvP, spam the shield-stun out of them, debuff/arrest/whatever you have, and do a bit of damage - as you CAN when you are getting ignored. Pull out a good 2 hander and bash them on the head. That's it.

Jeeeeezus, all this spam in this damn topic

You missed half the subject about aggression. The other half is that the tattoo is near useless and augment is not available to lower lvl tanks (who actually exist). That and over all aggression is not very strong against a RB. You can't boost hate modifier in the same what that you can for normal spells/damage (no crits, no buffs, etc etc). This means that reducing aggression is not as usefull as attacking is (so it's not necessarily 1 for 1) and that hate don't scale like nukers/archers does (again, it's not necessarily 1 for 1).

Now I have not tested everything, but this is my observations so far. If anyone care to debunk it, have fun I'd be happy to be wrong if you got solid proof

And about the 2h : yeah, thats why I said the deflect arrow nerf when we use a bow is a problem... Using a 2H (without vanguard, which is not a IL feature)/or a pole is not very efficient compared to a bow, thus like half of the thread.
Thanks for your input anyway...
The last of his kind
Tk/Es 80 -> sorc 76
Quote from: Brownxtown
he pwns ppl, they see his pink poney and there like OMG GHEY PONEY and they dont hit it then the pony uses its pro pink powers and they die and the dead ppl go WTF PONY HAX

http://www.youtube.com/watch?v=76hYNCxHBUE