Iron_Juggernaut

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  1. [ QUOTE ]
    People still play invuln? Yeah, right. Next you'll be telling me people still fight Hamidon.

    [/ QUOTE ]

    What is this Hamidon you speak of?

    In fact what are Hazard Zones? All I've seen are tumbleweeds.....LOL, IJ.
  2. So city of skittles then? Playing as a tanker pre ED who eats the candies as fast as possible to keep up defence, damage resist, end, acc, dam I can only imagine post ED candy eating. Soon we will be City of Tubbies and the tailors will have to start ordering in some plus sizes to keep up with the weight gain.

    Soon will be able to test all this, so let's see what happens. IJ
  3. This is all fine and dandy but what about powers that only take 1 type of enhancement. Such as the majority of defensive powers and a big chunk of Invul's primaries. I can't slot end reducs into my passives so essentially I"m capped at 3 slot effectiveness or I can just keep em 6 slotted and only reap a little bonus. Blah. IJ
  4. Iron_Juggernaut

    Changes to Rage

    Well argued Iron Vixen.
  5. Iron_Juggernaut

    Changes to Rage

    You Sir are missing the big point.

    Rage is our build up power.

    As it is currently on live, when it drops it takes all our end and shields with it, and as you pointed out this cannot be mitigated by running unyielding. This loss of power will in turn drop all aggro being forced onto the tank since we will not be able to attack, taunt or anything. I for one will just run away, if I can before I die. So now that the SS tank has fled for his own protection the team is now in greater danger. Fantastic. So to avoid this outcome we will not run Rage, and so we will not have a Buildup Power like the other tank secondaries do. On top of that our Super Strength attack damage is piddly compared to theirs.

    As it is on live, you are still penalized for running Rage even with Unyielding up, one more mag stun will drop you. This is fair and makes running Rage a risky endeavour. The new penaly on live has no risk factor it is guaranteed to hit you. So now you will really have to think about running it at all, and I myself see no point to as it stands now on test.

    If this goes live as is, I WANT the DEV's to make ALL Buildup powers drop to 0 end when they wear off. That should balance everything out and everyone can share in this fantastic game balance decision. IJ
  6. Iron_Juggernaut

    Changes to Rage

    Stone melee out damages Super Strength and has comparable end issues with the big hit powers,such as Knock Out Blow. In regards to build up, Rage lasts longer but Build Up does not have the stun penalty nor the new toggle drop and end loss penalty of Rage currently on test. Rage is effectively useless on test, joining the ranks of the new unstoppable, currently a one use per mission power unless you have hasten and have slotted it out with clocks allowing you to squeeze in one or two uses of the power.

    States I suggest you play an Invul/SS tank yourself and see how much fun you have when the Rage drop hits, left without shields and the end to save your teammates, as you currently have it on test. I challenge ya! IJ
  7. Iron_Juggernaut

    Changes to Rage

    Bad Idea Changing Rage

    How does running unyielding make you a power gamer? Unyielding is a standard tank shield for an invul tanker, even more so now since you killed perma unstoppable.

    I have used Rage since getting the power way back when and its current penalty more than makes up for its bonus. It allows us to deal out some good damage when it's up and when it goes down we must be ready to pay the consequence of running it. Even with unyielding up one more mag hit will stun you. So when I'm on a team fighting enemies that can hit me through the stuppor and thus stun me I don't run it or only rarely. Rage allows the SS tank to deal out some pain. If you change it to what it is on test it will be another broken power not worth taking. Please, a tank that loses all his shields and gets stunned by end loss by his own power! That is not a tank.

    If you do decide to go that root you better buff up SS damage across the board to allow us SS tanks to hit for more than the piddly damage we currently do without rage running. And a massive increase in damage for the Rage effect will be necessary while it is up to sell these changes you currently have on test. Perhaps then the enemy will be defeated by the time the shields come crashing down putting the tank and the team in peril.

    As it stands SS attacks on live are weak in comparison to other tanks even with Rage running so if you are serious about tweaking this power, you have a lot more work ahead of you fixing the damage and stun effects of the other SS powers, such as Knock Out Blow, footstomp, and Hand Clap.

    Come on, we are billed as super strength tanks, not as love tapping wusses!