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Quote:I think you're taking the conversation out of the scope of what it was intended.Where in tanking is damage a penalty? Where in tanking is movement a penalty? (apart from a few nukes that are scary). Why would a WP need more recharge, if their only power that has recharge, is unaffected by it?
The fact remains, end game =! IO build. If we talk about 2-3billion builds, these cant be achieved by just doing some random end-game content, i dont consider farming for inf as part of end-game.
Granite will remain the lead in survivability, only untill the very last end when you get to the big-bang-for-the-bucks IO's WP is taking over (but in that content, other primairies can do the same). Afaik WP cant hit cap SL resist by plain its own powers, you are basicly forced to get tough/weave, i say penalty, since the IO SL bonusses are that small, you cant get it from there.
Stone Armor will always be greater then Will Power given equivelant builds, simply because it starts from a stronger base. In that you are correct.
However both can exceed in durability anything this game has to throw at them. Given that, the general consensus is that WP is much more satisfying to play in that it doesn't come with Stone's penalties (both mechanical and aesthetic).
P.S. - I spent about 40mil influence on my WP Tanker and he out tanks most every Stoner I've compared him to. One of the perks about WP is that it's easier (and cheaper) to build defense then it is to build recharge via IOs. -
Quote:Amen.Just my opinion but :
End game WP >>>>>>>>>>>>>>>>>>>>>>> End game Stone tank.
WP can achieve insane survivability with capped HP, huge amounts of regen, soft capped defenses, etc. The OP mentioned not being worried about herding up Tempest Quay... well a properly built WP can do it just as well as a well built stone tank. The only thing you have to worry about is toxic damage (in both cases) as there is no toxic defense. Powerforge recently tossed up a video of his WP/WM tank rounding up 10 or so Random AV's (All kinds of different damage Tyrant, Black Swan, BaB's, Citadel, Infernal etc) and basically AFK'ing in the middle of them. So as far as being "Tough enough" a well built WP will more than handle anything the game has to offer.
Stone can spend most of its efforts trying to overcome massive penalties to damage, recharge and movement where WP can achieve that same "Immortality" that stone has as well as push ahead in Damage, Recharge and movement.
The *biggest* weakness of WP is as already mentioned, the taunt aura. But between taunt and gauntlet you can perform just fine. -
Quote:This would work for Tankers (and Scrappers) but wouldn't necessarily mesh well with ranged based sets (most others).[QR]
I'm already on record advocating DPE normalization between archetypes (which I think is an intrinsicly more fair approach overall), but I've often wondered if the "wait for endurance" mechanic shouldn't have been softened by making Brawl cost little or zero endurance. Brawl has a relatively low DPA; at low levels its an interesting power but at higher levels (prior to the advent of IOs) it was largely an orphaned power (although some Tankers and Brutes still used/use it for aggro/fury reasons).
Perhaps the best way to resolve the psychological issue of waiting within the balance limits of the game is to simply remove the endurance costs from Brawl and the Origin ranged power, and perhaps boost the origin power's damage slightly. That would ensure low level players would always have an attack available (within the limits of the recharge of the two powers, which is relatively short), even if they ran out of endurance (and at least one of them ranged). If the DPA of the two attacks is sufficiently low relative to primary/secondary/pool attacks, they then eventually become mostly irrelevant at higher levels when they aren't capable of significantly contributing to the average DPA of normal attack chains.
Interlacing them with primary/secondary attacks would generate continuous attack streams that weren't exclusively focused on Brawl/Origin, but burned much less endurance, so this doesn't preclude using the "real" attack powers altogether. The main objection, that brawl and the origin power are either boring or inconsistent with the rest of the attacks, is an issue that I16 could theoretically address.
(More radically, I used to think that perhaps the best way to resolve this was to radically reduce the endurance costs and decrease the DPA of most archetype's first two attacks, with appropriate changes in powersets to counterbalance. However, that would be problematic today as there are other balance issue intertwined with tier 1/2 attacks such as defiance.) -
Quote:Ahhhh a Scrapper in Tanker clothing ... I shoulda known by the sig.And even just giving a quick glance on the scrapper forums, it seems that Defense based sets are the powerset of choice when it comes to doing extreme stuff. *Shrug*
First of all, Defense sets aren't the best to do extreme stuff for Tankers .. the two toughest sets are both firmly resist based sets with Defense added (Stone and Invuln).
Defense sets aren't even the best for Scrapper extreme stuff (Invuln taking it here as well).
The reason why people crow about Defense so much is because its what can be reasonably raised by IOs and whose hard cap is much higher then its soft cap which is easily reached by Scrappers and Tankers alike on many sets (which is why you hear about it so much on the Scrapper boards).
With regards to Ice Armor, a *great* IO build will do little to help it's survivability past hitting the defense soft cap (easily done) and HPs and regen (neither of which is realistically going to turn a squishy set into a brick) and recharge for HF. The main thing that Ice is lacking is resists and these cannot be appreciably raised by IO sets. Ice by itself is a *very* squishy set in heavy tanking situations (that's for the newbies) ... the random number generator, lack of resists and law of averages will bear this out.
Ice Armor when combined with a mitigation heavy secondary (which you may or may not have (didn't catch it)) such as Stone Melee or Ice Melee, can be made to be less squishy, and of course smart tanking will pull you through a long ways as well. However if someone were to ask me "I want a tough tanking set" Ice Armor wouldn't be high on my list, no. -
Quote:The shame of it is that for the veteran players L1-20 is a non-issue because we all virtually blaze past it.I posted my idea for improving early Enhancements in the Suggestions forum. Naturally, the responses there are the opposite as here- that the early levels aren't that bad.
For new players (who I'd be willing to bet aren't the ones saying that endurance isn't a problem at those levels) they just suffer and possibly get the wrong impression of the game.
So easily fixed too ... shrug. -
Quote:This is very true and your secondary is often an important choice when choosing to play a defense based set such as Ice.I think what bothers me is that defense has really variable performance. Sometimes you don't get hit and it's all fine and dandy, and sometimes the RNG just has it out for you and you get owned. Since practically any toon can softcap S/L these days, it feels insufficient to be dependent upon defense alone, particularly when dying tends to lead to a team wipe. I like my performance to be at least partially independent of whether or not my team sucks or not, and with sucking being more common than not sucking these days, I'm thinking that perhaps ice is not going to be my style unless I'm playing exclusively with my SG.
Unfortunately you usually learn this lesson after you've levelled up -
Quote:This tells me that you either don't know what you're talking about or you're playing the game at a much less extreme level then I am (like soloing Heroic content).No. As I said, if you even get the passive accolades (which aren't hard at all to get, I might add) you'll have around 2200 HP. Add to that Chilling Embrace's -DMG and it will require some really bad luck to get downed by an alpha. So bad, in fact, that it has never happened to me.
I base this on my 50 Icer and all the Icers I've ever seen tank.
And for future reference, please don't take it personally when I happen to make a comment about a set you may or may not play. I'm not literally pissing in your Cheerios ya know. -
Quote:Try doing the ITF without skads of Trollers and DefendersI don't actually think that at all. My ice tank without the fighting pool is, thank you very much, easily able to be the main tank on an ITF or basically anything without high ToHit bonuses. I have only ever died once against romans on my ice tank and that was before level 50, me being SKed.
I have also tanked lvl 54 boss only spawns in MA and survived. A properly built ice tank is tough as nails unless the enemies you're fighting pack huge amounts of +ToHit. And even that can be countered with purple inspirations.
Defense DeBuffs aren't a nemesis of ice armour either. Pop an inspiration if your defense starts to drop and use EA when available. I could understand people saying using insps is wrong on a tank if you had to use them against anything and everything, but when it's only the case against Def DeBuff I don't see why it shouldn't be done. It's like saying you can't use a green insp if your HP goes low.
Ice armour also has two good panic buttons to help keep you alive: Hoarfrost and Hibernate. Like most sets with heals some level of twitch reflexes is needed in order to benefit from them. If you know how to play and slot your ice tank you should be very self sufficient, you have the tools to top up your endurance and HP. I still prefer my ice tank over my shielder even though the shield tank has assorted resistances (50% S/L, 20'ish to N/E/F/C) and that is because of the survival tools ice armour has. If a shield tank is going down it's going down and nothing from the shield powerset can help it. This is very often not the case with ice armour.
EDIT: Note that both of the tankers are softcapped: ice against S/L/E/N and shielder against melee/ranged/aoe.
And I can say from personal experience that unless you're in a team with a TON of support (so much so that a Tanker is optional) that your Icer (and by proxy your team) will face plant time and again in a full spawn L54 boss farm. It's just law of averages between getting hit and having little to no resists.
Ice's heal is a slow recharge and Hibernate only works so often (and often will get the group killed if not used by a heads up Icer). While better tools then Shield might have for survival (and I do agree that Ice is more survivable then Shield in a vacuum), they can be insufficient in today's popular content. -
Quote:I brought up AE missions because I hadn't everh had that hard of a time consistantly outside of them with my Icer and AE boss farms are fairly popular right now (which I *have* had problems with my Icer on).
(I am a little curious why everyone keeps bringing up AE boss farms when AE wasn't mentioned at all in the OP. I have a hard time believing that's all any PUG does... but I avoid PUGs, so I don't know.)
I can't speak for anyone else, but lately (past month or so) basically I've either been doing AE missions or TFs. There's absolutely no bang for the buck in doing normal content unless of course you haven't experienced it yet. -
Starsman: Take the same Defender, plop it in a group of 6 or more and then tell me how you're doing with endurance. Accuracy (even with the buff) starts to become huge at early levels when dealing with +L2 mobs.
Even at even levels against LTs you can run into a wiffle fest that leaves your end bar empty ... and this is on ONE mob much less a spawn. -
Quote:The Will Power set is very misleading. Out of the box it's probably one of the weakest Tanker sets in terms of heavy tanking. Throw Tough/Weave into it and some defense via IOs and it becomes godly. On top of that, it's just really fun to play.
On the other hand, my WP tank, man, I didn't realize how friggin tough they were. Before respec, walked into level 53 mob and got faceplanted instantly. After respec, in a solid group with another tank, I was running 3 groups ahead and herding em into the group while the other tank and trollers kept em locked down. We were half way up the map on the way back to the front and everything was dead. I hate to say it, but I think I actually like WP more than DA. Plan on making another one with a different secondary, as I hate, and I mean HATE, EM now.
Alabaster: Yes, because they are a popular choice right now (I think I've seen twice the amount of Stone Tankers in the past week or two then I have Invuln), and usually the only advice they get (or come away with) is "get to L32 and take Granite". You're right in that this can apply to any AT but other builds aren't usually the one trick ponies that Stone is heralded as. -
Not bad but you're giving up a lot of damage potential (slow FE and BU) for shifting 4% to melee defense and giving up more on ranged. Melee defense is definitely a priority, but assuming you're using Burn as your primary source of mitigation, you'll be getting more then usual ranged damage thrown at you with this build.
Not to mention slotting purples (I don't normally place builds with purples since in my experience most people won't work up to full sets of them). -
Quote:Most Stone Tankers I've grouped with have either been very mediocre or very bad. After talking to them a bit (especially the ones who are very bad) it becomes clear they either asked on these boards or in-game what the toughest Tanker was and almost every reply was "Stone" so they go make a Stoner up and as soon as they hit L32, they think they're a "tank". In most cases I end up out tanking them on my Scrapper (Spines / Fire no less).Care to qualify that? Seems a bit... contradictory in that your saying that its for people who don't know how to tank but then also if someone doesn't have advanced knowledge that they are a pain to deal with. That sounds like just about every single AT combo in the game. My experience is in fact exactly the opposite. A good stone tank makes up for teammates who don't know how to play their AT, but it wasn't at all harder per say than any of the other tanks that I've tried.
The two biggest offending characteristics of a bad Stoner ... allows toggles to drop constantly (and dies) due to endurance issues, and/or doesn't move the group along at an acceptable pace (this has nothing to do with their speed penalty either) and direction.
Good tanking is so much more then sitting in a pile of mobs and being able to survive. -
Quote:My opinion on the subject:So I've read some very mixed views on comparing the two defensive sets. Some have said Stone is clearly better as you can softcap defense and cap S/L resistance as well as getting your other resistances mighty close. Your only weakness is Psionics. Others have said that Granite is far too crippling to be considered better than WP. Willpower, after all, gives more endurance recovery, an auto-boost to max HP and very well-rounded defenses (including the achilles' heel of Stone, Psionics).
So what I'm asking is which set is better, and why? I don't expect to get a definite answer, as opinions will vary, but I want to know what people think.
To clarify, I'm talking end-game, all-round effectiveness. So don't go saying "WP is better off in the beginning" or something similar. I want Granite's obvious weaknesses accounted for. Also, I'm not seeking "which is better in extreme situations" answers. Because when it comes down to tanking a horde of monsters in Tempest Quay, Granite clearly gets the nod.
Granite Tankers are for people who don't know how to tank (think of it as a Tanker with training wheels). It's also awful to play because of the penalties and many times, awful to group with if the Stoner hasn't taken steps to mitigate those penalties.
WP Tankers are fun to play and can be all around great for end game play if built properly (including IOs). My WP Tanker has tanked most everything in the game and hasn't had any more difficulty then my Invuln Tanker by and large. I find the agro debate on WP Tankers a fairly minor point ... just take Taunt (which you should have for an end game build anyways).
Having said all that, a WP Tanker will *never* reach a Granite Tanker's level of defenses given equivelant builds. However, for all intents and purposes this doesn't matter since both can achieve levels that minimize all content in the game. -
Stamina isn't the issue here however since we're discussing pre-Stamina levels.
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Quote:Maybe I can shed some light on this subject ....I've got an ice/fire tanker sitting at level 38 at the moment, and he continues to be awfully squishy. This is an SO build, but even against pure smash/lethal, he's something of a wuss.
My armors are slotted with three defenses, I have Tough with three resists, I have Weave with three defenses, I have Hoarfrost slotted three recharge three heal so it's maximally effective, I have Combat Jumping. I also have Energy Absorption slotted up fully, and I recognize it also gives a defense boost.
Now, I recognize that at 50, with IOs, I'll be able to (rather expensively, unfortunately) softcap at least S/L defense. But at the moment, I'm sitting at about 35% defense and 23% resist, fully slotted, minus Energy Absorption's brief buff. (Versus a stone tank's Granite, which would grant 20% defense and 50% resist unslotted.)
What do I do to not suck? I still have twelve levels to go to 50.
Since I chose a /fire secondary, I'm lacking the mitigation that I'd get with, say, SS. I do have Hibernate, but turning into a little block of ice makes me feel like a wuss, and the regen rate is nailbiting. I am teaming with people who can heal and buff, but I tend to PUG a lot, which means that actually getting a heal or buff is unreliable at best. (Fortitude, say, can help a lot, since it fills up the defense gap to the softcap and beyond, but the other day I was on a team where between buffs and whatnot I was at 62% defense according to the combat attributes monitor, but still would sometimes take enough hits in a row from an alpha strike that I might as well have been one-shot.)
Standard tanking tactics, i.e., gather and cluster up, no herding.
Ice Tankers for non-AE content hold up fairly well and in some cases outshine most other Tanker primaries. This is due to fighting a mix of tier type of mobs (bosses, LTs and minions) so that your defense only build (for all intents and purposes) isn't pushed over the edge.
However with the inclusion of the difficulty slider some years back and more recently, a popular TF with defense debuffs aplenty (ITF), and the MA system (that features popular farms of +level boss only maps) the content of CoH has really passed Ice Armor by.
The reason for this is that Ice Armor is a defense only based set (meaning you get no resists to the most common damage types (smash/lethal)). Even with hitting the soft cap of 45%, higher level and higher tiered mobs have higher *minimum* chances to hit you (Sarrate or Starsman can post the actual numbers). So if you were doing an L52 boss farm this weekend, and you had all the support in terms of defense (lets say you had 200% defense), you'd have still been faced with packs of 12-18 mobs, all of which had a *minimum* 8-10% chance to hit you (even with 200% defense).
With no resists to smash/lethal (or even the 20% or so provided by Tough) that translates into a *very* squishy Tanker ... for that type of content.
As I said, most content outside of the MA system won't bother you nearly as much ... unfortunately the MA content is predominantly the most popular content currently. -
Quote:No it wouldn't be dumb, but in this instance assumably you'd be doing it for the set bonuses using 6/6 of Gaussian's. Slotting just the proc into Rage wouldn't really impact your character all that much (less so then slotting it in Invince at any rate).Would it be dumb to slot it in the Super Strength power "Rage"?
And does it have a chance to go off only when the power is activated, or at regular intervals during the Rage's duration?
The proc in Rage would only have a chance to occur when Rage was activated. -
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Quote:I slotted a [Gaussian's Synchronized Fire Control: Chance for Build Up] IO in Invincibility
Was that dumb?
I haven't noticed it going off, yet. Does the proc have a chance to go off periodically, or only when I first fire up the toggle?
No it wasn't dumb. I slot it in all my Invuln toons.
It also doesn't need a foe in range to proc.
Having said that, you won't notice a huge impact ... just a nice surprise every so often (worth the one slot though imo). -
Per request, here is my Spines / Fire Scrapper build. One of the main problems with Spines/Fire is how squishy they are. This build features 35% melee defense. Capable of soloing full spawn L52 boss farms with speed. Enjoy.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Kid Kruunch: Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Hero Profile:
Level 1: Lunge -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(43)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(13), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(50)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal(39)
Level 6: Boxing -- RzDz-Immob%(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Acc/Dmg/EndRdx(40)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Plasma Shield -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(17), ImpArm-ResDam/EndRdx(17)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(42)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21), P'Shift-EndMod/Rchg(40)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(25)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
Level 28: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(39)
Level 30: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(37)
Level 32: Consume -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(46), Oblit-%Dam(46), Oblit-Acc/Dmg/Rchg(46)
Level 35: Throw Spines -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(36), Posi-Acc/Dmg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 38: Fiery Embrace -- RechRdx-I(A), RechRdx-I(39)
Level 41: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(42), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(43)
Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45), LkGmblr-EndRdx/Rchg(45)
Level 47: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:
* 14.5% DamageBuff(Smashing)
* 14.5% DamageBuff(Lethal)
* 14.5% DamageBuff(Fire)
* 14.5% DamageBuff(Cold)
* 14.5% DamageBuff(Energy)
* 14.5% DamageBuff(Negative)
* 14.5% DamageBuff(Toxic)
* 14.5% DamageBuff(Psionic)
* 16.8% Defense(Smashing)
* 16.8% Defense(Lethal)
* 4.88% Defense(Fire)
* 4.88% Defense(Cold)
* 9.25% Defense(Energy)
* 9.25% Defense(Negative)
* 3% Defense(Psionic)
* 26.8% Defense(Melee)
* 8% Defense(Ranged)
* 6.75% Defense(AoE)
* 4% Enhancement(Heal)
* 46.3% Enhancement(RechargeTime)
* 52% Enhancement(Accuracy)
* 9% FlySpeed
* 60.2 HP (4.5%) HitPoints
* 9% JumpHeight
* 9% JumpSpeed
* Knockback (Mag -4)
* Knockup (Mag -4)
* MezResist(Held) 2.75%
* MezResist(Immobilize) 4.95%
* MezResist(Sleep) 3.3%
* MezResist(Stun) 12.1%
* MezResist(Terrorized) 2.2%
* 9.5% (0.16 End/sec) Recovery
* 10% (0.56 HP/sec) Regeneration
* 4.73% Resistance(Fire)
* 4.73% Resistance(Cold)
* 9% RunSpeed -
How does rest alleviate lack of damage mitigation?
Or are we talking about the down time due to low health? -
Assuming that said lowbie isn't biting off more then they can chew, isn't a large part of that due to accuracy and damage (not having enough of either to kill the mob before it kills you)?
Wouldn't SO level enhancements at L1-20 mitigate some of that? -
I'd get ride of Permafrost, Swift and Dark Consumption (redundant with Energy Absorbtion) and get into the APPs (Ice Storm would work well with this build in fact).
There are also more interesting slotting options for Chilling Embrace and Icicles, proc wise (although I like your Impeded Swiftness). -
[ QUOTE ]
Like I said early in this thread, all new games are trial and error- new players are going to make mistakes. What's important is that there's enough information for the players to make informed choices, a lot of players run into trouble because they choose to ignore a lot of information.
I'm going to post my Enhancement revamp idea on the suggestion board when we switch to the new forums, because I think it deals with that issue: new players are told to use Enhancements to lower End use, increase Accuracy, etc. but those early Enhancements are doing very little.
Adding slots and putting Enhancements in them is the right way to make a power (and your character) more effective. I don't think we need changes and new systems to help the early game, we just need to make the current system work the way it should.
[/ QUOTE ]
Amen