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Death_dude
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| What are the ATs meant to do? |
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I started this thread after some thoughts in the ATs order of importance thread. What do you think each AT should be doing in their teams?
Controllers - In my opinion, their main concern is locking the mobs down. After the most troublesome enemies are held etc, in between holding lieuts and minions, they should go into 'semi' defender mode, tossing out their good buffs, and a heal when needed. They should toss out perhaps a pool power attack, but should not use holds for damage. However, in the 32+ game, they might, depending on if the team's ok with it, send out pets and either use them to do lots of damage (Imps) or use them to tank (stoney).
Tankers - They are the ones who's job is to get the enemies pissed off. They should be built to take quite a bit of damage, although they should be able to dish some out too. They are in melee range alot, and should make the most of gauntlet when most of the mobs are agro-ed on the tank - by dishing out damage. It is their job, along with the controllers, to make the enemies like sitting ducks for the other team members.
Scrappers - The first line of offense, They should be in the front line, dishing out damage non stop. Now, you can't really expect them to tank, but if a squishy is in trouble, if the tank's busy then a good scrapper will help take care of it, or use their ST taunt move to get it away (I think they have a provoke move or something). The scrappers should be one of the first targets for any buffs, but they shouldn't need to be healed as much, because they have moderate resistances/defence. Also, scrappers should be the people who take out the stronger enemies in a group, aiming for the bosses/liuets first.
Blasters - These guys are normally moving about, ones who aren't /devices should be up front if there's a good tank/controller keeping the mobs diverted, and using their blap attacks. Blasters should mostly be taking out all the minions with ease, almost as clear up patrol, while the scrappers tear up the bosses. The blasters should also be one of the openers if there is no tank, via pulling, but should never, ever, open with AoEs, which really means suicide for them.
Defenders - In my opinion, this varies, depending on if you are an empath, or not. An empath will be doing healing mostly, and maybe let off an attack or two in defence, or if they have no healing to do. However, the others should be doing different things. Depending on their primaries, they will either have 'fire and forget' buffs, like in forcefield, or 'combat buffs', like kinetics. With fire and forget buffing, that will leave some time to add some damage, whereas sets like kinetics will be more like attacking between buffs, as a filler. However, all in all, the defender is mainly concerned with keeping the team buffed, and topping up their green, and sometimes blue, bars.
PeaceBringer/Warshade - Here's where it gets kinda hazy. These people will be either changing forms to suit the situation, or using a slotted up, focused, human only form. These ATs can do many things. They can blast/scrap, they have some good defences, they can controll a little bit, and they have buffs/debuffs, and a couple of heals. These sets can be played however the player has it in mind.
Ok, this is my general opinion, how about everyone else?
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| 04/16/06 11:14 |
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Sapphire_Gypsy
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| RE: What are the ATs meant to do? |
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ok I'm game I'll give my opinion of what they're for...
Controllers - They are there to lock down mobs... with the exception of ill trollers who have possibly the worse holds in the game, my blaster has better holds than my ill troller, that said they are a back up defender. Any buffing should be done before fights so that there's a chance for end to recoup and so that they can continue their holding and buffing as the fights go on. Pets are addtional tanks/scrappers/blasters, and I've never been on a team that didn't welcome pets, especially PA which can be used as a tank if there is none. The only time that pets can get a little hairy is when the mobs are close, and as a good controller they should know when and where it is and isn't appropriate to drop a pet. That comes with experience though.
Tankers - They are, in my mind, healers in reverse. As a tank it is my job to make sure that any damage is comming my way. It's my job to pull lose aggro off the squishies and I think that a tank should be a buffers #1 priority, if our shields drop we're not much tougher than a scrapper. Damage is not our strong suit, but we can dish it out. It's our job to keep everyone safe. The one thing I hate more than my toggles dropping as a tank is someone stealing my aggro or knocking my mob out of my range. My auras (invuln) are there to help me keep that mob under control. :)
Scrappers - (I'm not a big fan of playing scrappers so I can only tell you from the other side of it what I think) Damage, damage, damage. Not as tough as a tank, but can tank if needed. A buffers close second priority... not because they don't have shields that can drop too, but because if that tank loses aggro, everyones dead. A scrapper should be the one helping a tank take out their mob while trying not to steal too much aggro... *cough*spine burst*cough* Nothing is more harmful to a successful scrapper than stealing a tanks aggro.. ;)
Blasters - DAMAGE! these guys are you're big damage men. That's why they're so squishy. They can deal it out but they can't take it. Anyone that thinks that a blapper is a natural thing... well that's why it's called a blapper and not a blaster. A blasters job is high damage RANGED attacks. They shouldn't be up front blapping. They need to be just out side of the melee range of the tanks mob, and comfortably with in the healing range for any healer to get the whole team in one area heal. The more damage they can put out the better they are. The melee attacks are meant for defense. Anyone that get's too close to a blaster should be promptly knocked back out of melee range and either locked down or gathered up by the tank.
Defenders - Defenders are one of my favorites because they vary so much. Every defender has a different job. Some are there to heal the damage that happens, some are there to buff and try to prevent the damage, some are there to make the mob's more vulnerable so that the team can take them down before the damage happens. A defenders job is to be support. I find that a bubbler, a sonic, or a kinetics are more my favorites to team with then an emp. I like to know that all of my teammates work is going to protect me, not heal me after I've screwed up. :)
PeaceBringer/Warshade - Kheldians are the all around character. They I think were built so that any person who had played any AT to get their 50 would be able to play them. Their one weakness is that they are terrible solo. They really come into their own when they are on a team, they can fill in almost any gap in a team when they're on one. They are designed to be team players, just look at the boosts they get when teamed. They are a hard AT to play alone... that's why mine got abandoned. They require support, and are great support themselves.
there you go... AT's according to Gypsy.
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| 04/16/06 12:23 |
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LordXenophon
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| RE: What are the ATs meant to do? |
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In my opinion, it doesn't really break down to what each individual AT is for. Each AT has a variety of powersets that don't always fit into such easy categories and there are a lot of great builds which defy such categorization.
I break characters down into two types: Offence and Defence.
The Offence builds are mainly Blasters and Scrappers, but you can make an offensive toon with the other AT's as well. If you have an offensive build, your job is to do damage. You should focous on this above all else. Whether you are a long ranged blaster or a blapper makes no difference, as long as you can dish it out well enough to fill the role.
Most Defense builds are Tanks, Defenders and Controllers, though it's possible to make defensive builds with the other AT's. Their job is to use whatever powers they have to shift the tide of battle in favor of your team. Tanks do it by taking the blows, so squishier toons don't have to. Controllers might do it by locking down mobs, or they might add pets to the battle, heal, turn their friends invisible, etc. Defenders are best known for healing, but most of the powersets are better for buffing friends and debuffing enemies, which also shifts the tide of battle.
Kneldians are a special case. Although you are more likely to see offensive Warshades and defensive Peacebringers, either could easily be built for either role. In fact, either could be built to step equally well into either role, as needed.
Now, the reason why I categorize this way is because there are many builds out there which don't fit into the "conventional" roles of their AT's. I've seen an awesome Mace/Inv tanker who didn't need Taunt because he could keep about 20 foes Stunned at once (a Tanktroller). I've seen a dark defender take out a sniper in one shot (a Blaster-Lite). I've seen Scrappers who could round up as big a mob as any Tank and live. I've watched an AR/Devices Blaster switch roles when the Controller fell. I've even seen a Dark Scrapper just stand there and let his Dark Armor powers do the work, just like Fire Tanks used to do.
My favorite, which I'm surprized Saph didn't mention, is the Deftroller - a controller who acts more like a defender. I can make a more "pure" healer as a Controller. Instead of a set of ranged attacks, which doesn't seem very defensive to me, I can take a powerset with even more ways to protect my teammates.
So, to answer your original question, I believe every AT should break out of those restrictive stereotypes and find ways to use the powers they have to the greatest effect. Find the role that best fits your powers and build your toon to fill that role well.
        
          
          
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| 04/16/06 13:03 |
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Death_dude
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| RE: What are the ATs meant to do? |
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Heh, I do agree that people should try to think outside the box. It's great tbh seeing Dark/Dark Defenders, who can almost Defblastroll. Also it's good to teach people that defenders aren't just buffbot healers, and controllers can do more than controll, tanks can do more than tank, and blasters can do more than blast.
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| 04/16/06 14:10 |
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SpiritHunter
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| RE: What are the ATs meant to do? |
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[QUOTE]Blasters - These guys are normally moving about, ones who aren't /devices should be up front if there's a good tank/controller keeping the mobs diverted, and using their blap attacks. Blasters should mostly be taking out all the minions with ease, almost as clear up patrol, while the scrappers tear up the bosses. The blasters should also be one of the openers if there is no tank, via pulling, but should never, ever, open with AoEs, which really means suicide for them.[QUOTE]
Hmmm, I really disagree with this. Blasters should avoid Melee range at all cost. And also why should they go for the minions, when i can take the boss out in a few shots. Sorry if i sound rude but to me who plays a Fire/Fire/Elc *chough* lvl 50 *cough*, melee range can get you killed doing mission. Just for an Example, take the Infernal AV mission: You have to take out a Portal and the AV, the only stragry that i have seen work is this; Tank runs in and pull Infernal to the left or right side. The blasters go sraight for the Portal. Defenders main priority is the keeping the tank vertical, second is the blasters and Scrappers. 1 scrapper works of the tanks mob, and 1 scrapper works on the Portal (so when a spawn appears the scrappper can take them over to the tank). The Blaster don't even look at working on the AV till the portal is down, but if they get within melee range of the portal, they WILL die when it spawns a mob. The portal goes down, then the blasters go after Infernal, but if one of the blaster gets within AoE Melee range of his Axe, it will ONE SHOT that blaster. So blasters MUST stay away from Infernal and pound on him from afar.
Now you may be saying, 'that just Infernal, look at ANY AV and they can 1 shot any blaster with melee (unless it Pysic damage, then they can one shot with range). Also if you run into a +3-4 boss, without a tank, unless you have 6-8 Purple pills the boss will own a blaster. So you see my point. Blasters can melee, but shouldn't becaue they die to fast.
So the role of a Blaster, is what their name is, to blast. Sorry if this sound negative about your idea, i don't mean that, but i am very picky about what is said about blaster, and what their roles are.
SpiritHunter
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| 04/16/06 17:08 |
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Sapphire_Gypsy
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| RE: What are the ATs meant to do? |
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ah the deftroller... Sapphire was one of those. Ill/emp... always a fun build, but definitly more of a defender than a controller.
He's right, there is no definite all blasters are this. My newest blaster is a blastroller... ice/elect.... and I'm skipping most of the blapper powers. Why, cause it's just how I play.
My lay out is more of a "when we're all teamed" this is what I think makes teams work best. I think when you've got scrappers and tanks there's no reason that a blaster needs to go into blapper mode. But I do know for a fact how long I can hold that aggro and live through it when I have to. When those toggles drop, or a scrapper takes on too much aggro... I KNOW how much aggro my blaster can handle... I also know how long I can hold it. Usually long enough for them to pop a green and toss those toggles back up... but in a good team, it's long enough.
I think the real thing is something someone said to me today. You learn each others play styles. I team with the same people all the time, no matter what AT they're playing, I can pretty much tell you how each will react in a given situation... that's what really makes a team work. Not a defender healing for all their worth, and a tank just blindly tossing out taunts and standing there soaking up the damage... but by knowing that your scrapper is gonna step in and corral all those loose minions that get knocked out of your aggro range, or that your blaster or defender can pull half a mob with a well placed shot. That your troller or defender is on top of who wants SB, and keeping shields on people.
everyone plays differently... I love seeing someone else play my same build... cause how I play them, and how They play them.... sometimes night and day.
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| 04/16/06 18:21 |
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Meatwad
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| RE: What are the ATs meant to do? |
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Controllers- Concentrait on first locking down the enemies, then immediatly throwing down any buffs or debuffs, then deal whatever damage you can while spot healing.
Scrappers- What death dude said.
Tankers- If you have a tank in your group, LET HIM GO IN FIRST(exception on pulls). It makes your life, the healers life, and the tankers life so much easier if you let him build agro before you do anything.
Blasters- i think of blasters as "clean-up crew", like what death said, avoid attacking mobs with full hp and try to pick ones off that others are attacking(assist the meelee).
Defeders- What death said.
Khelds- Depends on the rest of the team. If there is a lack of damage dealers, go nova and nuke. Lack of tanks and scrappers, dwarf form. If the team is balanced, your choice.
***THIS POST HAS BEEN EDITED***
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| 04/16/06 23:10 |
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Death_dude
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| RE: What are the ATs meant to do? |
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Ok, sorry if I didn't make this clear, but I think that the blasters should first concentrate on wiping out the minions first is because of their AoEs. When the tank has agro, AoE attacks can be used by the blaster with less risk, and when chained well, blasters can soon tear through the minions.
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| 04/17/06 02:37 |
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Madphinger
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| RE: What are the ATs meant to do? |
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[QUOTE][QUOTE]Blasters - These guys are normally moving about, ones who aren't /devices should be up front if there's a good tank/controller keeping the mobs diverted, and using their blap attacks. Blasters should mostly be taking out all the minions with ease, almost as clear up patrol, while the scrappers tear up the bosses. The blasters should also be one of the openers if there is no tank, via pulling, but should never, ever, open with AoEs, which really means suicide for them.[QUOTE]
Hmmm, I really disagree with this. Blasters should avoid Melee range at all cost. And also why should they go for the minions, when i can take the boss out in a few shots. Sorry if i sound rude but to me who plays a Fire/Fire/Elc *chough* lvl 50 *cough*, melee range can get you killed doing mission. Just for an Example, take the Infernal AV mission: You have to take out a Portal and the AV, the only stragry that i have seen work is this; Tank runs in and pull Infernal to the left or right side. The blasters go sraight for the Portal. Defenders main priority is the keeping the tank vertical, second is the blasters and Scrappers. 1 scrapper works of the tanks mob, and 1 scrapper works on the Portal (so when a spawn appears the scrappper can take them over to the tank). The Blaster don't even look at working on the AV till the portal is down, but if they get within melee range of the portal, they WILL die when it spawns a mob. The portal goes down, then the blasters go after Infernal, but if one of the blaster gets within AoE Melee range of his Axe, it will ONE SHOT that blaster. So blasters MUST stay away from Infernal and pound on him from afar.
Now you may be saying, 'that just Infernal, look at ANY AV and they can 1 shot any blaster with melee (unless it Pysic damage, then they can one shot with range). Also if you run into a +3-4 boss, without a tank, unless you have 6-8 Purple pills the boss will own a blaster. So you see my point. Blasters can melee, but shouldn't becaue they die to fast.
So the role of a Blaster, is what their name is, to blast. Sorry if this sound negative about your idea, i don't mean that, but i am very picky about what is said about blaster, and what their roles are.[/QUOTE]
I have to completely disagree with your assessment that blasters should avoid melee. My blaster stays in melee almost constantly and loves every minute of it. However, only a couple of blaster secondaries really fit the "blapper" mentality. I play an elec/elec blaster so I'm a bit better suited for melee than your fire/fire. Although, if they (the DEV's) ever fix the bug with Fire Sword Circle and adjust the animation for Combustion, I could see using a fire/fire blaster for some serious AoE melee death.
Also, I never get 1 shotted by an AV unless they're Psi. But that's most people anyways, so I don't feel bad about it.
Basically it boils down to playing your blaster to it's strong suits. Being elec/elec, most of my powers involve me moving to melee to use, EX. short circuit, charged brawl, havoc punch, thunder strike, shocking grasp, power sink, lightning field, and thunder clap. That's almost half of my primary/secondary powerset choices. We're supposed to deal damage and however we accomplish that task is solely dependent upon the blaster and the powers they chose.
And who are these other AT's? I thought this was City of Blasters. :p
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| 04/17/06 05:09 |
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Thundarpants
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| RE: What are the ATs meant to do? |
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I think that there are some very general roles that we can put the AT's into, but there comes a time when the long term players want to stress an AT's potential. Blappers come to mind. Blasters in mellee range. Who'd a thunk it?! But I've seen some pretty darn effective ones.
I think after a while we get bored and want to see what an AT can do, not just what they are supposed to do. Sometimes that can be difficult for players you don't know. I've seen plenty of chat messages "Why is that Blaster so close?"
Trollers can Tank......
Send in the pets to draw aggro. Sneak up behind to disable the mob so they can destroy helpless victims.
Blasters can control......
I run an Electric/Electric Blaster and utilize the Endurance drain powers. I have an arsenal of single target holds to spread around the mob, have Thunder Clap, and AoE stun, and of course the majority of my End Draining powers are PBAoE, so there I am in all my squishy glory standing right next to the Tank, tiking EVERYTHING off! Funny thing is, if I did it right, they're just mad and can't do a darn thing about it!
Oh yeah, Blasters can Scrap too!
Blap Blap Blappers!
Tankers can Scrap......
I've seen a lot of Scrankers since ED. Sometimes it's better to load up with a good AoE and keep punckvoking everything with the limit of 6 on your Taunt. I draw more aggro with Fault on my Stone/Stone than Taunt now. For me, it made Tanks more fun to play. It's a little more edgy than it used to be for a Tank, but I'm never yawning when I play mine!
Scrappers can Tank......
A Regen Scrapper is still one tough customer! My SG leader is running a Claws/Regen right now, and might as well be the Tank. He even respeced in Provoke.
Controllers can Blast......
The Fire MAstery Epic is popular for a lot of the Trollers out there. For me, Flashfire, Fire Cages, waddle in for a Fulcrum Shift and Fireball as I'm speeding back out is a thing of Blaster beauty. It's like being on my Fire Blaster!
The list goes on. Don't get me started on Defenders and Kheldians, you never know what these guys will be doing. With the game running for as long as it has, you almost have to know who you are playing with and how they run that toon, or sit back and watch if your in a pick up group to see how everyone is using their toons. We have confused so many people when they run with us because they think we're nuts. "Is that Defender actually tanking for the group?!"
***THIS POST HAS BEEN EDITED***
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| 04/20/06 11:58 |
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bigspeer
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| RE: What are the ATs meant to do? |
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| QUOTE | | We have confused so many people when they run with us because they think we're nuts. "Is that Defender actually tanking for the group?!" |
i would love to hear how this is done
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| 04/20/06 12:08 |
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Death_dude
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| RE: What are the ATs meant to do? |
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Rad/ Defender, what more can I say?
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| 04/20/06 13:10 |
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Dyvel
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| RE: What are the ATs meant to do? |
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I don't really post much here but IMO it's not that easy.
In a pure environment the Tank holds agro, the blaster and scrapper deal dam. the controler is protection during the battle and the defender is protection before you step up to the battle. That's simple.
That's not what anything really is though. The line between defender and controler is pretty blury. Either can protect before or during the battle depending on the build. A healer is almost another thing and either can do it. Every team needs a healer and if you've ever done it, it's the busiest job in th egame. There is no "heal when needed but do this other stuff." It's all heal all the time and maybe once in a while you get to think about something else. Either can deal dam but basically small compaired to others so attacking for attack sake is pretty much out.
A good tank can also deal a decent amount of dam. It's a way of holding agro. A good tank needs a healer little. But a tank that needs a healer because def was sacrificed to dam is not necessarily a bad thing.
Scrappers take out bosses and generally protect the squishies. But I have met scrappers that regen so fast it's as if they aren't takeing dam while tanking. That's a good scrapper to have as a friend, you can bet.
Blasters, great for AOE in group control. But that sniper blast buffed up will half kill a boss in one shot so that's a good pull and every blaster knows that.
The aliens... Well take your pick from the above.
So my point is you can't think about just those groups. Built right they get to do eachothers jobs and can do them well. You can't just say I have a tank, controler, scrapper, blaster, and defender on my team, we are well balanced and will take out anything. If they are all built for dealing dam it's likely you're going to do alot of dieing and if they are all built for dam reduction it's likely your xp per minute is going to be so low the players will bail. It's in the build, not in the label.
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| 04/20/06 14:47 |
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Madphinger
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| RE: What are the ATs meant to do? |
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| QUOTE | | QUOTE | | We have confused so many people when they run with us because they think we're nuts. "Is that Defender actually tanking for the group?!" |
i would love to hear how this is done |
Storm defenders ftw!!!!
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Psychotic Haze-lvl 50 claw/invuln/body Scrapper
Angels Wrath-lvl 50 grav/emp/primal Controller
Freedom Villains-
Bloody Raw-lvl 50 ice/thermal/mace corruptor
Lady Shadowalker-lvl 50 nin/nin/ghost stalker
Smoking Dragon-lvl 50 fire/fire/mu dominator
Powerslave-lvl 50 em/fire/gw brute
Searing Freeze-lvl 50 fire/cold/mace corruptor
A Pound of Flesh-lvl 50 son/kin/gw corruptor
Perpetual Pain-lvl 50 spine/regen/mako stalker
Immortal Ruin-lvl 50 fortunata/mace
Liquor Storm-lvl 50 dark/storm/mu corruptor
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| 04/20/06 15:12 |
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Anachron
Posts: 7
Joined: 07/20/2005
Credibility: 0 pts
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| RE: What are the ATs meant to do? |
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The first time I played CoH I believed that each Charactor had a specific job to do, then as time went by I began to notice that there really was no specific job that an AT was supposed to do.
Sorry if i'm not to clear on this... I look at the different ATs as "Suggestions with applicable powersets"
rather then "Job Specific with job specific Powersets."
The best builds are those that fit the abilities and playstyle of the individual, since I don't power level I can take my time (So am comfortable with all the builds) so what if it takes an extra few minutes to finish off an enemy, finish them I eventually do (my exception to the rule is Khelds since the rules for playing one are so open ended.)
Kheldians... lol a subject close to my heart... they are all purpose, I solo very well and can team even better, look upon Khelds as you would any other teammember, apart from the ocassional Quant or Void that shows up on missions, they can also help to balance a team (often very important) but ask them what their main abilities are before you invite, don't just expect them to do something.
If you can survive and level then your build works... period.
***THIS POST HAS BEEN EDITED***
--CHAMPION - CoH-SG: CHAOS CONTROL - When Chaos happens we'll be right in the middle of it.
[Anachron] 50 - Mutation Tanker- Ice / Super / Ice
[The KRLL] 50 - Warshade (pronounced 'Krell' ) Nova / Dwarf
[Sub Meson] 50 - Science Troller'- Ill / Force / Psi
[Dr. Lao] 50 - Magic Troller' Mind / Storm (no Epic)
[Alphabeast] (Omegabeasts Brother) lvl` 32- Blaster Electric / Ice
[SHFT] lvl` 23- Peacebringer
 
FLCL
Fooly Cooly
--CHAMPION - CoV-SVG: ZODIAC - Trust no Villain, Fear no Hero!
[Dr. Ventoma Diego] 50 - Mastermind Bots / Dark (Patron Mako)
[Omegabeast] (Alphabeasts Brother) lvl` 34- Stalker Claws / Super Reflexes
[Statesman's Bane] (Arachnos Soldier) lvl` 43-
--VIRTUE - CoV-SVG: Roboczar Dynasty -Bettering mankind through Life, Science, & Technology.
[Experiment 201] (Arachnos Widow) lvl` 12-
---And so many other alts and servers you could just Plotz! Stats Updated 09-06-08
----------------------------------------------
Nothing Unreal Exists --Anon
Currently @ 36 Month Vet Badge6-12-08
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| 04/20/06 19:38 |
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Jorden_Yen
Posts: 14
Joined: 07/26/2005
Credibility: 0 pts
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| RE: What are the ATs meant to do? |
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I think there's a lot of crossover in roles because so many powersets are shared (which really sucks). I think the game would be more fun and interesting if they would vary the powers based on archetypes.
Jordan's Town
My lousy name for the comic that I did which can be found here CoH @ JeremyDuffy.com
My favorite guide - Advanced Costuming. How to work your costume into your character's theme, story, and playstyle.
Jordan Yen 50 Dark/Dark/Dark Defender
Shazel 35 Fire/fire/fire blaster
Screaming Gale 35 Storm/Sonic Defender
Jordan Yin 36 Warshade, Jordan Yang 33 Peacebringer
Mudnuke 38 Earth/Rad Controller
Doctor Kev 38 Necro/Dark Mastermind
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| 04/21/06 09:39 |
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Electro
Posts: 7
Joined: 04/07/2005
Credibility: 0 pts
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| RE: What are the ATs meant to do? |
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I've been reading this thread with some amusement, because basically, everyone is right! While the different AT's have their jobs for which they were originally designed, any AT can be built in such a way as to be able to step up and take over the 'classic' function of another AT.
The key is the design of the hero. An empathy defender tanking? Not likely. But a storm or radiation defender might do a decent job of it. Blasters can act as controllers, especially Ice Blasters and to a lesser extent Electricity Blasters. Even an Energy Blaster's inherent knockback is a form of controlling.
The 'cookie-cutter' approach of a well-balanced (whatever that means anyomore!) team is for the Tank to rush in first, grab aggro while concentrating on the Boss. The Scrapper runs in and concentrates on the lieutenants. The Blasters take out the minions. The controllers lock down the mobs and the Defenders buff/debuff or heal. That's the 'classic' method, but that can get pretty boring and one-dimensional after awhile. It's fun to be a Blapper (though I have never had much luck with it myself!). It's fun to tank with a Defender or Scrapper, deal damage with a Controller.
If there was any one good thing that came from Enhancement Diversification, it allowed for people to look at what else their powers did and slot them accordingly in order to build a toon that breaks the mold.
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| 04/21/06 11:17 |
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White Hot Flash
Posts: 164
Joined: 04/28/2006
Credibility: 0 pts
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| RE: What are the ATs meant to do? |
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I have an energy/elec blaster (my main), but much of my focus in selecting powers was paid to the general power pools. I do have almost all of my primary powers (gotta love Nova!), but i made sure to equip him with teleportation and healing powers. I find that being in the back of a group in range attack mode leaves me the role of pulling teammates out of the fire by whisking them away to safety, resuscitating them if necessary, and then using my AoE attacks to defend them while they recharge end and such. I have heard more than once that this is unusual for a blaster, to be a healer/teleporter. I enjoy this role very much...almost as much as stealthing into a big mob..hitting my aim and build up, and giving the group a huge triple-slot damage Nova blast, then recharging my end with a blue and Power Sink on anyone left-over from the blast....WHAT A RUSH!
Why settle for picking off stragglers when you can nuke em till they glow? ;-)
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| 05/03/06 02:51 |
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