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Shield Tech / Shield Specialist Set Bonuses and Tactical Items


EricMusco

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- Not a bad idea it already reduces it by 1.5 seconds though and this wouldn't change much for skilled tanks only make taunts easier to spam for bad tanks, which is why Imo this should be added as a passive to the spec not part of the set bonus or at least not the 6/6 part entirely by itself maybe combined with something else as well.

 

I agree with you with the taunt. In fact it's allready in the set bonus 4/6 today. Just the 2 seconds CD reduction of Energy Shield is what i wanna see ^^

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I agree with you with the taunt. In fact it's allready in the set bonus 4/6 today. Just the 2 seconds CD reduction of Energy Shield is what i wanna see ^^

 

Would be nice but again wouldn't do much. Would maybe shave off 20 or 30 seconds, again I'd much rather see them either give us another cool down or make reactive shorter be a new passive.

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Would be nice but again wouldn't do much. Would maybe shave off 20 or 30 seconds, again I'd much rather see them either give us another cool down or make reactive shorter be a new passive.

 

I also would like to see another CD or something and i know the set bonus right now hast allready the 25% absorb etc.and all the numbers i postet may be changed apropriate. As you probably know the PT is the least favorite tank of all three and therefore needs some love.

 

- Maybe Carbonize damage immunity is to powerfull as is Force Shroud/Saber Reflect. Change the amount of dmg it resists.

 

- Thermal Sensor Override, i really don't use it that much to say it's a vital abillity and the change to it would take away the primary of it. Could be just another def CD for PT tanks, make it 3s resist!

 

- Hydraulic Overrides, i'm also not a friend of the speed nerfing but do you think we would get the DR for free?? ^^ It's a tactical, a "change" to existing abillities. Nonetheless i would take it without the speed nerf ;)

 

- Translocate is a Dev's "slap in the face" abillity for PT's imo. I do more often use /headbob than Translocate. Some rare instances it may be usefull but you need to be sure your "Translocate" buddy is aware of what your doing and react properly to it. So please change it or take it away.

 

- The Heroic Moment Tactical would need to be usable without a called companion of course. And yeah it sounds very OP and would really need some tuning. Maybe for 10% dmg received allies heal 2-3%, i don't know.

 

- The set bonus right now is not bad just needs something more. Battle Focus/Explosive Fuel grants 35% defense chance not F/T resistance, maybe you are confusing something?. And defense is a stat we are way in the diminishing returns. I know that Heat Blast allready does buff absorb by 25% but it could do e little more, even 10% shield chance would be nice.

 

Long story short, PT shield tech needs some love.

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I also would like to see another CD or something and i know the set bonus right now hast allready the 25% absorb etc.and all the numbers i postet may be changed apropriate. As you probably know the PT is the least favorite tank of all three and therefore needs some love.

 

- Maybe Carbonize damage immunity is to powerfull as is Force Shroud/Saber Reflect. Change the amount of dmg it resists.

 

- Thermal Sensor Override, i really don't use it that much to say it's a vital abillity and the change to it would take away the primary of it. Could be just another def CD for PT tanks, make it 3s resist!

 

- Hydraulic Overrides, i'm also not a friend of the speed nerfing but do you think we would get the DR for free?? ^^ It's a tactical, a "change" to existing abillities. Nonetheless i would take it without the speed nerf ;)

 

- Translocate is a Dev's "slap in the face" abillity for PT's imo. I do more often use /headbob than Translocate. Some rare instances it may be usefull but you need to be sure your "Translocate" buddy is aware of what your doing and react properly to it. So please change it or take it away.

 

- The Heroic Moment Tactical would need to be usable without a called companion of course. And yeah it sounds very OP and would really need some tuning. Maybe for 10% dmg received allies heal 2-3%, i don't know.

 

- The set bonus right now is not bad just needs something more. Battle Focus/Explosive Fuel grants 35% defense chance not F/T resistance, maybe you are confusing something?. And defense is a stat we are way in the diminishing returns. I know that Heat Blast allready does buff absorb by 25% but it could do e little more, even 10% shield chance would be nice.

 

Long story short, PT shield tech needs some love.

 

If you aren't pushing your heat to be using thermals on CD you aren't at max threat/damage output capacity.

 

 

Set bonus is meh right now, I think the one I originally suggested in this thread is nice.

 

Also, battle focus/explosive fuel absolutely increases both Defense and force tech defense by 35% if you don't believe me go check for yourself but don't suggest I don't know what I am talking about I have played this class for years!

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Tactical

-Ion Storm is now a channeled cone attack that does X more damage and slows targets caught in cone by 90%. Cannot be interrupted.

 

The only reason I leveled a VG alt back in the day was to use Ion Storm. Ability felt epic and looked amazing! The instant Ion Storm of today doesn't do it any justice. :(

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  • 3 weeks later...
As a powertech tank main here are some suggestions.

 

Tactical Item (Liquid Fuel): Once oil slick is applied using a proceed firestorm will incinerate the the oil putting the engulfed debuff on up to 8 targets who now have additional 10% reduced damage and 5% dmg taken increase.

 

Love the above, just wanted to add on to it :) - If using Carbonize on the Oil Slick, it freezes all targets affected by the slick, lowering their alacrity for 15 seconds and increases damage taken from flame by 5%.

 

As PT Tank, some other Tactical Item ideas come to mind.

 

 

-Kolto Blood- Increases the base Kolto Override health regen from 35% to 45% as well as cleansing the user on use.

 

-Offense Is The Best Defense- Gives the Shield Tech the Retractable Blade ability. Priming a target for a stronger Rocket Punch, applying an 18 second bleed, and generating high threat.

 

-Ammo Pouch- Causes the Shield Techs Shoulder Cannon to mirror the Prototype Techs, increasing it's rate of fire, applying a reload, and increasing the base rocket count to 7.

 

-Multi-Grapple- Changes the single target grapple to a multi-target AOE grapple bringing multiple mobs, or players, to the Shield Tech.

 

-Extra Hot- When using Firestorm or Flame Sweep, rather than a single wave, the Shield Tech now fires a second wave of flame behind it consecutively.

 

-Icy Hot- After freezing someone in Carbonize, using a flame ability on them decreases their armor rating for 10 seconds.

 

-Carbonite Sickness- After using Carbonize on an opponent, it reduces their accuracy by 20% for 20 seconds.

 

-Hunter's Instincts- Replaces Stealth Scan probe with a 1 minute, 12 meter stealth detection scanner on the Shield Techs helmet revealing those stealthed around them.

 

-Poison Stun Dart- Increases the duration of the Electro Dart by 1 second and applies high poison damage over time to the victim over 10 seconds

 

-Noxious Exhaust- Remove the filters from your blasters exhaust, applying poison damage over time to the Heat Blast ability.

 

-Deflector Shield- Replaces the Shield Techs Energy Shield with a Deflector Shield, reflecting all damage for a shorter, 5 second duration.

 

-Rail Slug- Fires the Shatter Slug with the power of the Shield Techs rail-shot, burrowing through the targets armor, generating moderate threat to the target and reducing their armor rating for 10 seconds

 

-Black Market Ammo- Using your basic Rapid Shots attack now causes 3-4 meter splash damage

 

-Trophy Hunter- After channeling Recharge And Reload, the Shield Tech now generates 2 charges for their Carbonize and Grapple.

 

-Damage Control/Timely Intervention- Changes the Shield Techs Translocate to either a friendly rescuing pull or allows the user to leap to an ally's defense, lowering their threat and increasing their damage reduction for a short duration.

 

-Thermal Shield Override- Causes the Thermal Sensor Override to permanently maintain the Heat Screen stacks generated for it's 15 second duration, allowing the Shield Tech to absorb more damage and use more of their offensive abilities.

 

-Sticky Oil- Causes the fuel from Flame Burst to stick to the target, burning them for 5 seconds. If Carbonized while active, increases Carbonize's duration by 3 seconds.

 

-Deafen- Sonic Missile now interrupts all affected targets.

 

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  • 2 weeks later...

I've seen a couple people say it already and I think a multiple pull would be cool too. While yes decent raid groups / teams will get things to pile up, it tends to be a bit harder with pug groups that jump in at the same time as the tank but to different targets off to the side. Here is my take on it.

 

Neutron Warheads: Sonic Missile now implodes, pulling all targets affected to the point of impact, and resets Jet Charge. Can only affect up to 2 players in PvP. Players cannot be targeted by Neutron Warheads more than once a minute.

 

Grapple Salvo: Sonic Missile applies Tethered to all affected targets for it's duration. If Grapple is used on a target affected by Tethered, all additional tethered targets will be pulled as well. Tether can only apply to 2 players. Players cannot be targeted by Tethered more than once a minute.

 

Truncated Baffles: Flame Sweep range increased by 16 meters, damage reduced by 35%, and threat generated increased by X%.

 

 

No idea what to do about set bonuses, maybe apply a damage reduction up to X% any time you are hit more than 3 times in a one second period. My focus here is making PTs the king of add management since sins have the mechanics cheese, and jugs are yet to be seen (probably just get more heals or damage reduction). I also want to make tanking and aggro management a tad easier for newer and inexperienced players.

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I've seen a couple people say it already and I think a multiple pull would be cool too. While yes decent raid groups / teams will get things to pile up, it tends to be a bit harder with pug groups that jump in at the same time as the tank but to different targets off to the side. Here is my take on it.

 

Neutron Warheads: Sonic Missile now implodes, pulling all targets affected to the point of impact, and resets Jet Charge. Can only affect up to 2 players in PvP. Players cannot be targeted by Neutron Warheads more than once a minute.

 

Grapple Salvo: Sonic Missile applies Tethered to all affected targets for it's duration. If Grapple is used on a target affected by Tethered, all additional tethered targets will be pulled as well. Tether can only apply to 2 players. Players cannot be targeted by Tethered more than once a minute.

 

Truncated Baffles: Flame Sweep range increased by 16 meters, damage reduced by 35%, and threat generated increased by X%.

 

 

No idea what to do about set bonuses, maybe apply a damage reduction up to X% any time you are hit more than 3 times in a one second period. My focus here is making PTs the king of add management since sins have the mechanics cheese, and jugs are yet to be seen (probably just get more heals or damage reduction). I also want to make tanking and aggro management a tad easier for newer and inexperienced players.

 

The pull thing is just not needed in PVE and would be broken in PVP. Tanks have an AOE taunt, if you can't get what you want grouped up after 2 AOE taunts then you don't need it grouped up. In PVP pulling an entire ranked team towards you? And then having the only hard Aoe stun in the game? Broken.

 

I'd much rather see a new cool down or a new way to help team mates

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The pull thing is just not needed in PVE and would be broken in PVP. Tanks have an AOE taunt, if you can't get what you want grouped up after 2 AOE taunts then you don't need it grouped up. In PVP pulling an entire ranked team towards you? And then having the only hard Aoe stun in the game? Broken.

 

I'm going to disagree about PVE. I agree to a point and could see the potential issues for PVP.

 

In order to group things up nicely, I usually end up LOSing most mobs as ranged units wont group up too well. The single grapple helps, but doesn't cut it with it's CD on most mob pulls. Being the only tank with a multi-grapple would be a nice touch, saving time on the pulls. I imagine it could be a conservative pull. An AOE circle like the deadly onslaught missile attack.

 

Plus, it's already in PVE. Some companions on Tank have the ability "multi-grapple." This really just seems like a next step. Tactical items are about creating your own play-style. Multi-grapple could fit right in.

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I'm going to disagree about PVE. I agree to a point and could see the potential issues for PVP.

 

In order to group things up nicely, I usually end up LOSing most mobs as ranged units wont group up too well. The single grapple helps, but doesn't cut it with it's CD on most mob pulls. Being the only tank with a multi-grapple would be a nice touch, saving time on the pulls. I imagine it could be a conservative pull. An AOE circle like the deadly onslaught missile attack.

 

Plus, it's already in PVE. Some companions on Tank have the ability "multi-grapple." This really just seems like a next step. Tactical items are about creating your own play-style. Multi-grapple could fit right in.

 

I just think it would be useless anyway. Most adds in raids, especially Master Mode can't even be pulled so it would be pretty useless in PVE. As I have said a dozen times I would much rather see a useful cool down that allows us to finally be even with Shadow and Guardian tanks.

 

Either of both of my cool downs would be a step in the right direction

 

Shield Stabilizers - 10% Shield Rating for 10 Seconds, additionally grants 5 stacks reducing the next unshielded hit you take by 5k (maybe 10k for 6.0) each. Any stacks left after 10 seconds will restore 5% health per stack. Can be used on other players. 1m30s CD

 

Ultimate Sacrifice/Desperate Measures- Become immune to all damage for 6 seconds, however if you take lethal damage during the duration of the 6 seconds your health drops to 15% after the 6 seconds is up. 3m CD

 

If vanguard got one or both of those CDs they would be in a lot better place. Shield Stabilizers cements them in their role of being the least spike damage tank. And I think it's creative in the sense we haven't seen anything like it before.

 

Ultimate Sacrifice (VG) / Desperate Measures (PT) would allow the class to finally have a damage cheese like blade blitz, reflect, resil, stealth resil, and force speed. We would finally have one, and it wouldn't be too over powered. The longer cool down would mean you only used it when you really needed it and the drop to 15% would allow Adrenaline rush to combo well with it. I also feel it fits well with VG/PT tank as they are supposed to be the tank class that endures anything.

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I just think it would be useless anyway. Most adds in raids, especially Master Mode can't even be pulled so it would be pretty useless in PVE. As I have said a dozen times I would much rather see a useful cool down that allows us to finally be even with Shadow and Guardian tanks.

 

Either of both of my cool downs would be a step in the right direction

 

Shield Stabilizers - 10% Shield Rating for 10 Seconds, additionally grants 5 stacks reducing the next unshielded hit you take by 5k (maybe 10k for 6.0) each. Any stacks left after 10 seconds will restore 5% health per stack. Can be used on other players. 1m30s CD

 

Ultimate Sacrifice/Desperate Measures- Become immune to all damage for 6 seconds, however if you take lethal damage during the duration of the 6 seconds your health drops to 15% after the 6 seconds is up. 3m CD

 

If vanguard got one or both of those CDs they would be in a lot better place. Shield Stabilizers cements them in their role of being the least spike damage tank. And I think it's creative in the sense we haven't seen anything like it before.

 

Ultimate Sacrifice (VG) / Desperate Measures (PT) would allow the class to finally have a damage cheese like blade blitz, reflect, resil, stealth resil, and force speed. We would finally have one, and it wouldn't be too over powered. The longer cool down would mean you only used it when you really needed it and the drop to 15% would allow Adrenaline rush to combo well with it. I also feel it fits well with VG/PT tank as they are supposed to be the tank class that endures anything.

 

Great Idea!!!!

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The pull thing is just not needed in PVE and would be broken in PVP. Tanks have an AOE taunt, if you can't get what you want grouped up after 2 AOE taunts then you don't need it grouped up. In PVP pulling an entire ranked team towards you? And then having the only hard Aoe stun in the game? Broken.

 

I'd much rather see a new cool down or a new way to help team mates

 

Couple of things here, first being that you completely ignored the fact that I put limitations for use of those abilities in PvP, so there is no way you're pulling the entire team to you unless you have 2 tanks in 4v4 or 4 tanks in 8v8. As for just being able to magic mobs together with aoe taunt, that rarely happens when it is needed because the taunt doesn't last long enough to get things grouped up. If you have a jug, merc, sniper, etc. throwing down aoe dmg while you're trying to gather stuff up, they are gonna get about half way and then stop and start attacking them. And while yes, it wouldn't be great for higher content with immune mobs, it isn't aimed at that.

 

Finally if you have been paying attention to what has been shown so far, tactical items augment abilities that you already have or are getting (this being aimed at your post further down with the suggestions in it). I do agree either of those would be nice as the new skill that we could receive, neither seem to fit what has been laid out as tactical items so far. You also have to remember these seem to be items that augment the play style, not permanently change it.

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Couple of things here, first being that you completely ignored the fact that I put limitations for use of those abilities in PvP, so there is no way you're pulling the entire team to you unless you have 2 tanks in 4v4 or 4 tanks in 8v8. As for just being able to magic mobs together with aoe taunt, that rarely happens when it is needed because the taunt doesn't last long enough to get things grouped up. If you have a jug, merc, sniper, etc. throwing down aoe dmg while you're trying to gather stuff up, they are gonna get about half way and then stop and start attacking them. And while yes, it wouldn't be great for higher content with immune mobs, it isn't aimed at that.

 

Finally if you have been paying attention to what has been shown so far, tactical items augment abilities that you already have or are getting (this being aimed at your post further down with the suggestions in it). I do agree either of those would be nice as the new skill that we could receive, neither seem to fit what has been laid out as tactical items so far. You also have to remember these seem to be items that augment the play style, not permanently change it.

 

I wasn't suggesting them as tactical items first of all. And secondly I just don't think "add management" is a big enough issue for a multi-grapple to even be a thing. As I said it would be useless in Raids.

 

I put in my 2 cents about tactical items earlier in the thread. A pull would just be such a waste, and frankly I don't think (and hope to god) it wont happen because its just.....not even remotely a good idea, sorry. Agree to disagree.

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  • 2 weeks later...

Firewall - Translocate no longer swaps places. Targets debuffs are transferred to you, and defense chance increased by X%. Translocate no longer has a cast time.

 

Thought of this while doing a operation earlier and discussing with a new PT tank how useless translocate currently is. When he got the giant red circle dot on the Calphayus fight and ran away, I thought how useful it would be if he could take that debuff from dps and such, and tank it to the side so they could stay on the boss. There are a bunch more instances where this could be useful like cascade on izax, various armor debuffs that would normally cause a tank swap, and so on.

 

Another variation of it could be transferring your debuffs to the target or guarded target, but I like the first take on it more.

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Firewall - Translocate no longer swaps places. Targets debuffs are transferred to you, and defense chance increased by X%. Translocate no longer has a cast time.

 

Thought of this while doing a operation earlier and discussing with a new PT tank how useless translocate currently is. When he got the giant red circle dot on the Calphayus fight and ran away, I thought how useful it would be if he could take that debuff from dps and such, and tank it to the side so they could stay on the boss. There are a bunch more instances where this could be useful like cascade on izax, various armor debuffs that would normally cause a tank swap, and so on.

 

Another variation of it could be transferring your debuffs to the target or guarded target, but I like the first take on it more.

 

I'm not sure I understand, the tank gives debuffs or takes them?

 

 

Either way this doesn't sound like it would be useful, so many fights you wouldn't want to risk accidentally transferring a Debuff to a tank or a dps (Tank giving DPS fearful on Z n T, DPS giving tank a stack of DD on Tanks) Most the time it wouldn't really contribute anything meaningful to the raid group and in PVP it just sounds like a good way to global yourself.

 

 

I would really like to see Vanguard get some new and useful things to their kit that not only feel new and fresh but would take away our "worst tank" status and atleast make us tied with the others.

 

That said Transpose has its niche uses. I've used it to swap spots on Tyrans with a DPS who got cut off and had no leap. You can use it to get people unstuck, it's particularly useful in Ranked PVP especially against heavy melee comps. If you actually read what it does too, you would realise it's amazing to use it on a shadow or scoundrel right before they attempt a stealth Rez. It's very situational but it can be useful.

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The point of it would be to take debuffs that would normally require a tank swap to get rid of and prolong the main tanks up time on the boss. The added defense buff is there to help if aggro gets directed at you, or if you are taking something from the person that would normally require a dcd to manage. Face facts, PT's are support tanks, and this would be a great way to support your main tank. You do run the risk of killing your self with it, but at the same time you would be eating the bullet for the main tank, and any half competent tank is gonna keep aggro anyway since there would be no reason for it to transfer to you for taking debuffs from the tank. Past that, having the extra defensive on it would at the very least make it a general use dcd even when there is no debuffs to manage.

 

The second version of it where you transfer buffs from you to the target (not the same skill, this would be a completely different tac item) would have it's uses in the same way, where if you're main tanking something, lets say fabricator in KP vet, and need to ditch the armor debuff, you could just transfer that to dps and get a defense buff at the same time. This way if you are solo tanking, you lessen the risk of a dwt getting creamed by the boss while you're waiting for the stacks to drop since you're still the focus.

 

As for pvp, I'll be honest, I don't really think much about it because I'm not a fan of it, but it could be useful for taking debuffs like electro net, stuns, and slows from people being focused. The reverse version of it where you dump yours on to them wouldn't be as useful, but I'm sure there would be some decent combos such as transferring them to a sin or operative and having them cleanse them with shroud / evasion could be neat.

Edited by fahdashq
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The point of it would be to take debuffs that would normally require a tank swap to get rid of and prolong the main tanks up time on the boss. The added defense buff is there to help if aggro gets directed at you, or if you are taking something from the person that would normally require a dcd to manage. Face facts, PT's are support tanks, and this would be a great way to support your main tank. You do run the risk of killing your self with it, but at the same time you would be eating the bullet for the main tank, and any half competent tank is gonna keep aggro anyway since there would be no reason for it to transfer to you for taking debuffs from the tank. Past that, having the extra defensive on it would at the very least make it a general use dcd even when there is no debuffs to manage.

 

The second version of it where you transfer buffs from you to the target (not the same skill, this would be a completely different tac item) would have it's uses in the same way, where if you're main tanking something, lets say fabricator in KP vet, and need to ditch the armor debuff, you could just transfer that to dps and get a defense buff at the same time. This way if you are solo tanking, you lessen the risk of a dwt getting creamed by the boss while you're waiting for the stacks to drop since you're still the focus.

 

As for pvp, I'll be honest, I don't really think much about it because I'm not a fan of it, but it could be useful for taking debuffs like electro net, stuns, and slows from people being focused. The reverse version of it where you dump yours on to them wouldn't be as useful, but I'm sure there would be some decent combos such as transferring them to a sin or operative and having them cleanse them with shroud / evasion could be neat.

 

No, you miss the point of a tank entirely! Wiping tank debuffs on other DPS? A tanks job is to make DPS life easier! Not harder!

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No, you miss the point of a tank entirely! Wiping tank debuffs on other DPS? A tanks job is to make DPS life easier! Not harder!

 

Man, I thought I had dumbed down the explanation enough to register on your level, but hey, lets try to make it even more basic. It's a pseudo (that means not actually the thing) tank swap. This means that in instances where a tank swap would be required, you could use this ability and give the person that was gonna take it the debuffs that you would normally have to wait out, and keep aggro on you.

 

I know, big brain tough concept, if you still need help understanding let me know and I'll fire up paint and try to draw you a picture, maybe even break out the flash cards and square pegs.

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Man, I thought I had dumbed down the explanation enough to register on your level, but hey, lets try to make it even more basic. It's a pseudo (that means not actually the thing) tank swap. This means that in instances where a tank swap would be required, you could use this ability and give the person that was gonna take it the debuffs that you would normally have to wait out, and keep aggro on you.

 

I know, big brain tough concept, if you still need help understanding let me know and I'll fire up paint and try to draw you a picture, maybe even break out the flash cards and square pegs.

 

Dude, you are just dumb. I understand what you are proposing, that doesn't make it any less stupid! Have you ever even tanked anything before? Like Christ the only ability more useless then what your suggesting is transpose. Now please, go away.

Edited by GhOsTPrOz
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Dude, you are just dumb. I understand what you are proposing, that doesn't make it any less stupid! Have you ever even tanked anything before? Like Christ the only ability more useless then what your suggesting is transpose. Now please, go away.

 

Or you know, you're just a child that is shooting down any idea that doesn't suit your personal agenda. At least I can say now that a literal neanderthal called me dumb, lol.

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  • 2 weeks later...
Firewall - Translocate no longer swaps places. Targets debuffs are transferred to you, and defense chance increased by X%. Translocate no longer has a cast time.

 

Thought of this while doing a operation earlier and discussing with a new PT tank how useless translocate currently is. When he got the giant red circle dot on the Calphayus fight and ran away, I thought how useful it would be if he could take that debuff from dps and such, and tank it to the side so they could stay on the boss. There are a bunch more instances where this could be useful like cascade on izax, various armor debuffs that would normally cause a tank swap, and so on.

 

Another variation of it could be transferring your debuffs to the target or guarded target, but I like the first take on it more.

 

This idea is really bad, for many reasons

Firstly, looking at the example you gave regarding Calphayus and his "giant red circle", which I'm guessing you're referring to distortion.

Given this situation you've used, the possibility of a tank getting red circle is unheard of... and considering that tanks have to play around tank swap so knockback tank doesn't get backhanded into oblivion by Calphayus, any time you feel like swapping debuff to take it off a dps sounds like you will just kill your tank, you would probably be called out for trolling or something else. You'll either have a damage debuff yourself on tank swap and then take red circle, which makes no sense and would end up killing your entire melee dps, as the red circle does more damage to your surrounding group members inside the circle and slows them.

I'm not sure how swapping debuffs would help in anyway other than killing your team

 

I just don't see how an effect like this would ever benefit your ops group, as a constructed team would prepare certain mechanics specifically and rely on tried and true strats like tank swapping if a tank has a significant debuff, which is why you run with two tanks. Swapping debuffs will never change that dynamic, so its a wasted effect.

 

IF you're in a premade, maybe this can work out, as you can prepare and plan around things, but I feel that there are already effective methods that exist, that supersede this.

However, if you're in a PUG, you're at the complete mercy of randoms who will most likely assume you're trolling or griefing, as they have no idea what you're doing or why, and if you make a mistake when executing this, it will only fuel the fire.

 

I'd highly suggest simplifying the interaction, for example: Cleanses the target you transpose.

Which... again, would feel pointless, as I highly doubt EAware would permit a cleanse to work on operation debuffs that cannot be cleansed to begin with.

But swapping debuffs feels like a needless sacrifice for one or the other of the transpose members, due to the simple fact that griefers exist (just think of Sorcerer/Sage pull as an easy example of the potential of stupidity that interactions can create), and even if they aren't griefing, all it takes is plain outright selfishness and self preservation to create all sorts of drama.

 

As for the PVP situations, swapping debuffs on a target you swap with such as stuns, electro net... again, sounds pointless

You're giving your target a benign presense (I call it bubble), which makes them immune to damage, so long as they don't break the effect prematurely.

If you swap the stuns and all the wonderful joy they just received, you're giving a target a bubble, while you get stuns and electronet for your troubles. Again, I fail to see how this could possibly be the right decision, you compromise yourself to protect a target who's probably getting globaballed, now you're in the same position as he was, and you have all his stuns and electro net to boot... while he gets the shield.

How does that solve anything.

In a situation where you save a player from a stun and potential global... I fail to see how you swapping yourself and taking his debuffs when he's immune to damage for 6 seconds solves anything.

Edited by Bonzenaattori
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  • 2 weeks later...
This idea is really bad, for many reasons

Firstly, looking at the example you gave regarding Calphayus and his "giant red circle", which I'm guessing you're referring to distortion.

Given this situation you've used, the possibility of a tank getting red circle is unheard of... and considering that tanks have to play around tank swap so knockback tank doesn't get backhanded into oblivion by Calphayus, any time you feel like swapping debuff to take it off a dps sounds like you will just kill your tank, you would probably be called out for trolling or something else. You'll either have a damage debuff yourself on tank swap and then take red circle, which makes no sense and would end up killing your entire melee dps, as the red circle does more damage to your surrounding group members inside the circle and slows them.

I'm not sure how swapping debuffs would help in anyway other than killing your team

 

I just don't see how an effect like this would ever benefit your ops group, as a constructed team would prepare certain mechanics specifically and rely on tried and true strats like tank swapping if a tank has a significant debuff, which is why you run with two tanks. Swapping debuffs will never change that dynamic, so its a wasted effect.

 

IF you're in a premade, maybe this can work out, as you can prepare and plan around things, but I feel that there are already effective methods that exist, that supersede this.

However, if you're in a PUG, you're at the complete mercy of randoms who will most likely assume you're trolling or griefing, as they have no idea what you're doing or why, and if you make a mistake when executing this, it will only fuel the fire.

 

I'd highly suggest simplifying the interaction, for example: Cleanses the target you transpose.

Which... again, would feel pointless, as I highly doubt EAware would permit a cleanse to work on operation debuffs that cannot be cleansed to begin with.

But swapping debuffs feels like a needless sacrifice for one or the other of the transpose members, due to the simple fact that griefers exist (just think of Sorcerer/Sage pull as an easy example of the potential of stupidity that interactions can create), and even if they aren't griefing, all it takes is plain outright selfishness and self preservation to create all sorts of drama.

 

As for the PVP situations, swapping debuffs on a target you swap with such as stuns, electro net... again, sounds pointless

You're giving your target a benign presense (I call it bubble), which makes them immune to damage, so long as they don't break the effect prematurely.

If you swap the stuns and all the wonderful joy they just received, you're giving a target a bubble, while you get stuns and electronet for your troubles. Again, I fail to see how this could possibly be the right decision, you compromise yourself to protect a target who's probably getting globaballed, now you're in the same position as he was, and you have all his stuns and electro net to boot... while he gets the shield.

How does that solve anything.

In a situation where you save a player from a stun and potential global... I fail to see how you swapping yourself and taking his debuffs when he's immune to damage for 6 seconds solves anything.

 

 

Thank you, this is what I tried explaining to him but I instead was called an idiot.

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