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Posts
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Joined
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Quote:This is really the point of lifting the agro cap from my personal tastes. Facing gobs of mobs that make Blasters crap their pants.I really don't see the point of the aggro cap myself. I never cared much for it. I thought it was rather silly.
I never really got into herding as a tool for any practical reason. Could I do it? Sure. It wasn't a problem. Was it really much fun doing it? Hell no. For the most part, its a fairly dull and lame playstyle (unless you're using it for any of the nefarious purposes which led to the negative connotation of the word).
BUT, it does have its moments. Like herding the entire crystal titan room in the Eden trial. Now that was just plain insane madness and I miss it noticeably every time I run that trial now. I miss herding hundreds upon hundreds of Rikti monkeys out on monkey island in PI, having them stacked so deep and piled so high that my screen would almost freeze. That was just plain fun, and I miss fun little things like that.
With todays game the MA system allows you to farm far more effectively then herding ever did (in terms of time management) which is what makes the agro cap a relic.
Also with the target max still in place, herding isn't as efficient a method as it once was. The point of it (for those that liked facing hordes of mobs at once) was that it was fun for the player. -
Quote:You counter point yourself here.I share many of the sentiments others have posted. It would hurt Tanker stacking and it would/could bring back herding.
Herding as a tool isn't necessarily bad, and if I'm in an opportunistic situation, I will bring two groups together. Exclusively herding as it was in the old days ("wait here while I herd the entire floor") was not positive. It was boring spending more time waiting than fighting. Then there were situations where my Regen Scrapper was shredded in seconds due to AoEs on the Tanker - that is through toggle IH, mind you.
I didn't play a Tank back then, but I can understand why it would be fun (for the Tank). Having said that, I'm not eager to return to those days at all despite my current Tank fascination.
Lifting the agro cap would hurt Tanker stacking (a ridiculous non-issue in my mind I might add) however you can't stand waiting around for ONE Tanker to pull an entire mission.
See where I'm going?
Also I find it ironic that "herding" an entire floor is bad, but skipping 90% of the content in most TFs is considered great!
I'm still waiting for a "game breaking" reason why herding is bad in today's game. So far all I've heard was "I don't like it ... it's boring" which you can certainly choose not to do with the agro cap lifted. -
Quote:This is a personal preference and one you can exercise by not doing it.I would consider any move back towards herding a fairly large negative. The main problem is that for everyone else other than the tank it is quite possibly the most boring experience in a game available. Sit and wait 15-20 seconds attack like crazy... sit and wait... rinse/repeat.
It's very tedious. For some reason there is always even that one tanker in the state of the game today that likes to herd (even though it is completely and totally unnecessary) and I pretty much just drop group immediately whenever that happens. Herding as a tactic was quite possibly one of the worst things about this game IMO, and one of the huge reasons that I quit for a couple of years.
And this is coming from someone who spends probably 70-80% of my time in the game tanking.
Giving the players the option rather than some cheap (and immersion breaking I might add) game mechanic doing it for us is the real gist of this.
And I don't know why herding is "bad" per se .... I seem to remember the overwhelming vast majority of players really loving it (both Tankers and non-Tankers).
Sort of reminds me of those people that cry "evil farms" ... yet every night I log on and pull a farm team together, we have a waiting list a dozen deep to get on the team. I haven't seen that kind of interest in this game since .... well ... herding
Shrug. -
Quote:Shields is a little of a late bloomer yes, however at L17 *every* Tanker is going to be squishy taking on 7 mob spawns.I also have a shield tank /War Mace and am struggling with it. It looks like the guides are down, so I do not really have a reference to look up and read about. *sigh*
I am find myself a *bit* on the squishy side, and was struggling with a 7 person spawn at level 17. I am assuming the shield defense is likely a late bloomer, so I am going to have to struggle through a bit of tough times before I come into my own.
I am also having trouble managing agro. I am new to MMOGs and this agro concept is also new to me. I had to take taunt at level 10 as the agro was completely out of my control, I dont know how tanks can go without taunt, especially at a low level.
Do I need to be a bit more cautious with this powerset (Shield)?
It's one of the conumdrums of being a Tanker. Get to L26 and then see how you're fairing ... I think you'll be happier -
Quote:I've rarely add another Tanker with the idea of handling over the agro cap. More times then not, its just another Tanker that answers a "Team LFM" global.I have had similar thoughts myself. If you leave in the target cap as you suggested but ether drop the Aggro cap or increase it to a higher number it may bring more value to tanks on a team.
The down side is that it would reduce the additive value of multiple tanks on a team even lower than it is now. It also encourages herding rather than progressive mission advancement (Moving from one spawn to another).
I think it would be worth wile to at least test and see how it impacts the game.
In the few spots in this game where split tanking is desireable (i.e. Reichsman and the AV adds), the agro cap doesn't effect this.
Yes it would encourage herding again. I don't consider this a bad thing ... in fact I always though it was one of the positive things that seperated CoH from other MMOs. -
Actually you can make the arguement that the animation time doesn't apply a large part of the time since you can hit BU while moving (I often hit BU while jumping to the next pack).
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Quote:In a vacuum, I would say typed (S/L specifically) defense is better then positional since the vast majority of attacks have an S/L component to them (whether melee, AOE or ranged).I see posts regarding typed def and positional def, is one better than the other?
SR seems to be position because the descriptions mention Melee, AOE and Ranged
Is one easier to achieve with Willpower than the other.
In my case the character I'm interested in pursuing def with is a DM/WP if it makes a difference in terms of what sets I can use to achieve good def numbers.
However this really depends on what kind of defense type your character has access to. For instance, an Invuln Scrapper should be trying to raise typed defenses as all of its defensive powers are based on typed defenses (Tough Hide and Invincibility).
However a Shield Scrapper would be raising positional defenses as its toggles and passives are all positional based.
For Will Power, this may become a little of a conundrum. Its one defensive power (Heightened Senses) is typed based, however since the S/L defense from it is so low, one could debate the merits of raising typed versus positional here.
This debate would stem from the fact that it's generally easier to raise positional defenses rather than typed, both from a resource standpoint (availability and price) and desirability (most sets that give positional defense usually also give better bonuses overall).
Scrapper should generally be concerned with melee or S/L defense first, and all others a distant second. If given the choice, I find it much easier running a Scrapper with soft capped S/L defense then soft capped Melee AND Ranged defenses. Take that as you will. -
The agro cap (17) was originally put in place back in the day to keep players from being able to pull entire mission maps at once.
Along with this change we had ED, GDN and max target limitations put into place.
When considering the current game, the agro cap is a relic and is actually debilitating the role of the Tanker. IO builds allow Scrappers to easily reach the point where they can replace a tank for a group of 17 mobs or less. In the past two weeks, I've built three Scrappers, two of which could replace a Tanker in the STF and the other which (a farming toon no less) could replace a Tanker for virtually any other content.
The agro cap hides the true differences between Tankers and Scrappers in todays game. My proposal is to remove the agro cap while retaining max targets per power. The idea is to allow Tankers to flex their tanking muscles again.
Let us be Tankers, not short bus Scrappers.
RHAR! -
If you're going to include the constant endurance drain I'd say you're much better off with Build Up.
Numbers wise this will fluctuate depending upon the recharge of the toon in question. -
Quote:In layman's terms the defense numbers become especially important when considering packs of mobs. They become less important (within the context of a few percentage points) when talking about a single mob unless that mob has the ability to two-shot you.Thanks for the explaination Sarrate. I'm not exactly sure on the deal with defense. Like why is 42.5 % way better than 38%? I always hear people talk like there are certain magig numbers in defense that make a huge difference to survivabilty. I also here people say at a certain point it's just too much defense and a waste. Care to try and explain to a lamen how it works? or maybe just provide a link? Thanks.
Since the majority of the game is spent tackling multiple mobs, this is the context most people are referring to when giving advice about defense.
For WP Scrappers it's crucially important due to having about 60% of the regen rate of a WP Tanker (due to total Health). -
Another caveat to this is that many players doing heavy MA farms will out level their enhancements fairly quickly and not necessarily replace them right away.
I tend to blow a ton of tickets in keeping my enhancements fresh but I absolutely can't stand sitting around like a punk in the shower room. -
Quote:This is true but I even see Stoners dying a lot .... usually because they run out of end and Granite drops (and occasionally where one is just so badly slotted that even with Granite cannot take a heavy alpha (boggle)).The difference is probably that a lot of the "bad" Stone Tankers just end up standing around and doing very little to benefit a team other than absorbing some aggro, slowing down a team, or just not being a factor. The "bad" Inv Tankers just...end up dying a lot. Don't know which is worse, really.
IOW a bad Stone Tanker in Granite doesn't look to be doing so badly because they're not dying--they're simply doing very little to actually benefit a team.
Alabaster: Yeah mileage definitely will vary and my experiences of late have been more in MA farms then outside of them. And in the new player's defense it's not fair to expect them to know their toons inside and out by day 2. It's just in the past, day 2 didn't see them in their 40s. -
Quote:Ewww lord no. The only Brutes I've played were SS/Inv and SS/WP and Elec/Elec (none to 50).Kruunch I thought I remembered from the last stone armor thread how you were saying that you've only played a stone armor brute up to 50. Maybe I'm wrong, but thats apples and oranges.
Quote:As I've said earlier, if we judged by what experience level of people select which sets Inv/SS would be the worst set in the game by a landslide.
Totally don't understand you here. If you are saying more new players choose Inv/SS then yes I agree. The difference is with Inv/SS there is no apparent overriding power so people have to go out of their way to learn what each power does and how it adds to that build.
With Stone Armor, most people are just told "get to L32 and get Granite, then you're god" and people seem to take this literally and then fail miserably for various reasons.
That's not to say I haven't seen plenty of bad Inv/SS builds, but there just seems to be a glut of new Stone Tankers lately (ala the MA system). -
Although if I were going to spend the effort on a farm toon I'd probably go with a Scrapper or Fire/Kin Controller over a Tanker.
They can do the samething in any farm and do it about 10 times as fast given equivelant farm builds. -
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Quote:Shield/DM is decent (especially from a survivability point of view) but doesn't have the raw output the others I've mentioned do (and Fire/Fire/Pyre will blow away SD/DM for farming speed).Shield/DM
WP/SS
Both of these are the best set-ups i've come across.
WP/SS (and assuming Pyre) is good ... not as fast as the others I've mentioned but good all around (and not as squishy as Shield/Fire or Shield/SS). -
Quote:I'm working my way around to it ... been busy with some Scrapper builds lately that've caught my "Ohhh shiney" eye.Kruunch, roll a DA, they are sexy.
Even with a speed/recharge build, you are limited in movement. TP just doesn't cut it.
Playing stone didn't teach me crap about tanking. It taught me how to use TP.
Now, can stone be fun, sure, why not? People have widely varying ideas about what is/is not fun.
Is stone the straight up "toughest" tanker out there. On a pure def/resistance bang for the buck, yeah.
The penalties are horrendous for that, and rage does not overcome the damage debuff. An /SS stoner still does less damage than a /SS of any other primary.
IOs can help make the movement and recharge manageable, but you still cant jump. Fast twitch style play is still not possible. TP still has a cast time.
What it really comes down to, is that all of the other primaries can hang with stone in end game content, some being almost as tough all around, especially when you take into account skill.
I agree about Stone .... for my own personal tastes I found Stone just so boring to play that deleting then was my most gratifying moment after making them. It's a great set from a pure tanking point of view ... just not necessary imo (if you're into power building) for this game. -
A well built IO'd Fire/Fire/Pyre Tanker is the best farmer that I know of (especially since they can easily farm full Portal Missions as well as MA farms).
Shield/Fire/Pyre and Shield/SS/Pyre are the other great farm builds but both of these tend to be a bit squishy is some of the heavier farms. -
Quote:SS gives you the mitigation on a Brute to get away from *some* defense but I'd be guessing even with a high recharging Footstomp, your Brute tends to feel alphas in near agro cap situations?I have almost the same exact build as you Kruunch, pretty much the only difference is I have a Ragnarok set in Throw Spines. I'm coming off from playing a SS/Fire Brute, so I still need to get used to using Burn effectively without an an immobolize.
The approach I took on my Brute was completely different, high recharge and virtually no defense. Although, I need something to test out my new build. Do you solo that farm with your Spines/Fire that's in your sig?
Yes my build can solo my farm (although your life will yoyo something fierce at the beginning of each double pack). Takes a bit over an hour for a full map and yields up about 50mil inf. If I purposefully pull single packs all the time (10-15 mobs) I can do it while reading a book
When I do a farm my farm team is myself, a Spines/Dark Scrapper and 2 Fire/Kin Trollers (all friends). We do my map until ticket cap and restart. We average about a million influence per minute (by the clock) not including what you sell ticket purchased recipes for (usually another 50-200 mil influence depending on the luck of your rolls (we do Silver rolls L35-39)). Ticket capping is about 300 (5 mins) seconds or so. -
Yup ... in fact I've deleted 2 Granite Tankers. With the exception of Dark, I've played all of the primaries to L50 (still trying to work up motivation to roll a Dark Tanker :/).
And I wasn't commenting on how good/bad the set was, just the type of people who seem to end up taking that set lately. -
Try this ... it was going to my next incarnation of my SD/DM Tanker. No Dark Consumption but heavy on +rec and +recharge (9 secs off perma Hasten). Over soft capped Melee, soft capped Ranged and near soft capped AOE. Also perma double stacked Active Defense to mitigate the loss of Grant Cover (leaves you with about 90% Defense Debuffs at all times).
*EDIT* I know about the Rule of 5 on some of the buffs but can't figure out how I would change those and still keep the other bonuses from those sets that I wanted.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Ghost of Kruunch - AOE: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-EndRdx/Rchg(11)
Level 1: Shadow Punch -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb(13), Cloud-Acc/Rchg(13), Cloud-ToHitDeb/EndRdx/Rchg(15), Cloud-Acc/EndRdx/Rchg(15), Cloud-%Dam(43)
Level 2: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), S'fstPrt-ResDam/Def+(11), ImpArm-ResDam(46), ImpArm-ResDam/EndRdx(46)
Level 4: Shadow Maul -- Oblit-%Dam(A), Oblit-Dmg(5), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(25), HO:Membr(34)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(19), Nictus-Heal/HP/Regen/Rchg(19), Nictus-Heal(25)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(43)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 30: Boxing -- T'Death-Dam%(A)
Level 32: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/Rchg(33), ImpArm-EndRdx/Rchg(33)
Level 35: True Grit -- Mrcl-Heal(A), Mrcl-Heal/Rchg(36), Mrcl-Heal/EndRdx(36), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam/Rchg(37)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), DarkWD-Rchg/EndRdx(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/Rchg(42)
Level 44: Fire Blast -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(45), Decim-Dmg/Rchg(45), Decim-Build%(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dam%(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50)
Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:
* 9% DamageBuff(Smashing)
* 9% DamageBuff(Lethal)
* 9% DamageBuff(Fire)
* 9% DamageBuff(Cold)
* 9% DamageBuff(Energy)
* 9% DamageBuff(Negative)
* 9% DamageBuff(Toxic)
* 9% DamageBuff(Psionic)
* 8.62% Defense(Smashing)
* 8.62% Defense(Lethal)
* 3% Defense(Fire)
* 3% Defense(Cold)
* 7.38% Defense(Energy)
* 7.38% Defense(Negative)
* 6.75% Defense(Psionic)
* 14.3% Defense(Melee)
* 8% Defense(Ranged)
* 3% Defense(AoE)
* 6.75% Max End
* 83.8% Enhancement(RechargeTime)
* 59% Enhancement(Accuracy)
* 10% FlySpeed
* 210.8 HP (11.3%) HitPoints
* 10% JumpHeight
* 10% JumpSpeed
* MezResist(Confused) 2.5%
* MezResist(Held) 2.5%
* MezResist(Immobilize) 9.65%
* MezResist(Sleep) 2.5%
* MezResist(Stun) 9.1%
* MezResist(Terrorized) 2.5%
* 14.5% (0.24 End/sec) Recovery
* 30% (2.35 HP/sec) Regeneration
* 20% ResEffect(FlySpeed)
* 20% ResEffect(RechargeTime)
* 20% ResEffect(RunSpeed)
* 1.58% Resistance(Fire)
* 1.58% Resistance(Cold)
* 10% RunSpeed
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Set Bonuses:
Luck of the Gambler
(Battle Agility)
* 10% (0.78 HP/sec) Regeneration
* 21.1 HP (1.13%) HitPoints
* 9% Enhancement(Accuracy)
* 7.5% Enhancement(RechargeTime)
Cloud Senses
(Shadow Punch)
* Status Resistance 2.5%
* 2.25% Max End
* 6.25% Enhancement(RechargeTime)
* 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
* 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Luck of the Gambler
(Deflection)
* 10% (0.78 HP/sec) Regeneration
* 21.1 HP (1.13%) HitPoints
* 7.5% Enhancement(RechargeTime)
Steadfast Protection
(Deflection)
* 3% Defense(All)
Impervium Armor
(Deflection)
* 2.5% (0.04 End/sec) Recovery
Obliteration
(Shadow Maul)
* MezResist(Stun) 2.2%
* 3% DamageBuff(All)
* 9% Enhancement(Accuracy)
* 5% Enhancement(RechargeTime)
* 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Luck of the Gambler
(Hover)
* 7.5% Enhancement(RechargeTime)
Winter's Gift
(Fly)
* 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Crushing Impact
(Siphon Life)
* MezResist(Immobilize) 2.2%
* 21.1 HP (1.13%) HitPoints
* 7% Enhancement(Accuracy)
Touch of the Nictus
(Siphon Life)
* 35.1 HP (1.88%) HitPoints
Performance Shifter
(Stamina)
* 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
* 35.1 HP (1.88%) HitPoints
* 2.5% (0.04 End/sec) Recovery
Luck of the Gambler
(Phalanx Fighting)
* 7.5% Enhancement(RechargeTime)
Obliteration
(Shield Charge)
* MezResist(Stun) 2.2%
* 3% DamageBuff(All)
* 9% Enhancement(Accuracy)
* 5% Enhancement(RechargeTime)
* 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Obliteration
(Soul Drain)
* MezResist(Stun) 2.2%
* 3% DamageBuff(All)
* 9% Enhancement(Accuracy)
* 5% Enhancement(RechargeTime)
* 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Impervium Armor
(Tough)
* 2.5% (0.04 End/sec) Recovery
* 1.88% Defense(Psionic)
* 2.25% Max End
Miracle
(True Grit)
* 2.5% (0.04 End/sec) Recovery
* 35.1 HP (1.88%) HitPoints
Impervium Armor
(True Grit)
* 2.5% (0.04 End/sec) Recovery
* 1.88% Defense(Psionic)
Crushing Impact
(Midnight Grasp)
* MezResist(Immobilize) 2.2%
* 21.1 HP (1.13%) HitPoints
* 7% Enhancement(Accuracy)
* 5% Enhancement(RechargeTime)
Basilisk's Gaze
(Char)
* 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
* 2% (0.03 End/sec) Recovery
* 7.5% Enhancement(RechargeTime)
Decimation
(Fire Blast)
* MezResist(Immobilize) 2.75%
* 21.1 HP (1.13%) HitPoints
* 2.25% Max End
* 6.25% Enhancement(RechargeTime)
Positron's Blast
(Fire Ball)
* 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
* 1.58% Resistance(Fire,Cold)
* 9% Enhancement(Accuracy)
* 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
* 10% (0.78 HP/sec) Regeneration
* 21.1 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
* 7.5% Enhancement(RechargeTime) -
Quote:Either is fine (tons of Shield Tankers abound and not a few Axe and WM to boot).Alright, my first post, yay me. I have some questions reguarding the tank class. I am fairly new to the game still so am figuring alot of things out for the first time.
My question is this...
I am interested in rolling a shield/axe or shield/mace tank...however I notice that there are not alot of people using ax or mace, let alone shield...at least with the people Ive grouped with. How viable are either of those specs and if anyone can help me on what to choose it would be wonderful.
I mean, I could be all fotm and roll a stone/stone, but that is the last thing I want to do, I mean when I rolled my kin I didnt choose fire cause thats what everyone else was pretty much.
So what do you all sugest? I am interested in both of these for looks alone, but at the same time I want them to be viable tanks.
You may find Shield a little on the squishy side until you get to figuring out builds and IOs. Just be prepared but Shield fills out nicely and Shield Charge will make you cream your pants
P.S. - I have a Shield/WM ... it's a strong build.
P.P.S. - Just noticed Heraclea's post above and I agree 100% with her. -
Quote:Because running Mudpots and putting recharge in Taunt is hard.Thats rubbish. Someone who can grab and keep agro with such penalties go beyond the easy-pease mode of run-through-and-stand-still like ice set.
Granites dont need to worry for themselfs, they only have to look after the team.
P.S. - Granite Tankers do the most standing around of any Tanker set ... although they're more of the waddle-through-and-stand-still type. -
Hey that's not bad.
A bit light on the Ranged Defense and your clean up damage is going to be lacking (Impale and Lunge) but nice alternative build.
The only real glaring thing that I see is no Burn ... especially since you're slotting Throw Spines with Rag: Chance for KD. Also even with the slightly higher melee defense, without Burn's mitigation this build would be more prone to getting alpha'd then mine would (in very large packs).