-
Posts
3811 -
Joined
-
[ QUOTE ]
A tank focused on attacking seems to me as useful to a team as a blaster focused on healing. Sure it's a nice bonus, but not the way to take the best of the AT imo
[/ QUOTE ]Blasters don't have a secondary with 8 healing powers though. -
[ QUOTE ]
Hence "may need" - I have no idea how the AI works - just that it needs fixing somehow
[/ QUOTE ]Seems to me (from watching necro knights) that the AI has an "in melee" flag, and if that flag is not toggled on (on the hench types that prefer range even though they have melee powers) then they will stay in range as long as the flag is not on. If it is switched on, they'll pursue targets and try to get to melee for a while, but if left out of combat for a bit, the flag will switch off again. -
[ QUOTE ]
Not a problem, as Black Nitro is lvl34, so if i can get her to 36 by sun (easily me thinks) then i'll get the mish, and you can use Capt! xx
[/ QUOTE ]You need L38 minimum to get the actual mission.
I have a L41 tank, and I think he might still be able to get the mish. -
[ QUOTE ]
Is it time to resurrect the tank / taunt thread?
[/ QUOTE ]Which one of them? -
[ QUOTE ]
How about a defender that's just standing there buffing?
[/ QUOTE ]They have their secondary and should use it when they don't have any (de)buffs to apply. -
[ QUOTE ]
[ QUOTE ]
Gauntlet is enough to hold aggro for a 2-4 man team even if you have no clue what you're doing (and if you do, it's easy to hold all the aggro for a 8-man team with gauntlet alone) unless you meet an AV, in which case it's impossible to hold its aggro with Gauntlet alone.
[/ QUOTE ]
Edited for completeness.
[/ QUOTE ]Sad, but true, one of the biggest single design failures in this game. -
[ QUOTE ]
[ QUOTE ]
a tank that can attack is far more flexible than a taunt-bot for any situation that a team may encounter
[/ QUOTE ]
Indeed, not really. There isnt a situation in existence in which the best way for tank to proceed in team wouldn't be taunting..
[/ QUOTE ]All foes are herded nicely around the tank, in the AoE of his aura, and you say it would be better to taunt than fire off a PBAoE attack? -
Ultimately, damage is everything in this game. The only situation where a tank should not attack is when they need to focus all of their time in keeping teammates alive. And such situations are very rare unless the team is truly hopeless.
-
/DA definitely doesn't need aid self for PvE, and /FA is possibly better off with tough instead as well. For others, however, Aid self is really nice.
-
[ QUOTE ]
[ QUOTE ]
Your damage modifier is higher on melee for a dominator, and thus they build domination faster (also with AA running you'll be in melee anyway.
[/ QUOTE ]
This is something I didn't know, can you elaborate?
[/ QUOTE ]They don't atcually build domination any faster, Cyn is just silly
They do, however, have higher damage modifier. -
[ QUOTE ]
And yeah, i know that brutes arent tankers, as corruptors arent defenders, or dominators arent controllers... that is funny. To get high fury, they herd all the spawn, so they 'tank', but hey, if things go wrong, 'im not a tanker'... A bit ironic...
Anyways, no intention being rude, if u need a heal, get it, get aid self, and 6 slot it, although I really doubt u could use it in the middle of a fight, u will need a 5 secs break out.
[/ QUOTE ]Brutes don't have to herd to gain fury, they can do it with good attack chain as well. And using aid self in the middle of battle aint hard unless you're under very fast ticking DoT. -
[ QUOTE ]
[ QUOTE ]
except i hate that its not a toggle >.<
[/ QUOTE ]
yeah, but if it's not a toggle, it can't be dropped in PvP.
[/ QUOTE ]So very true. -
[ QUOTE ]
hehehe....Xanthus' multiplying.
[/ QUOTE ]*shudders* -
[ QUOTE ]
Ye ye....I know, I love to brag...BUT, this is something to brag about
checkitout:
http://www.imagedump.com/index.cgi?pick=...19&warned=y
Doubt Im the first dominator on defiant with it....but I think Im one of the very few
[/ QUOTE ]Seeing how that used to be available just by completing one PvP zone mish, I doubt you're one of few -
Absorb pain, properly slotted, can bring a tank from red to full HP. An empath should never be without it.
As for Psi, your main attack chain will propably be Subdue, TK blast and will dom, with maybe some AoE's thrown in. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
base dmg buff 2.5% per npc hit (unehanceable)
[/ QUOTE ]Are you sure it's that low? Seen much higher numbers reported elsewhere...
[/ QUOTE ]
You mean on nofuture.org where they tested the villain PPP Soul Drain with a Lvl 50 blaster ... yeah as if.
[/ QUOTE ]It's merely in there using L50 blaster's modifiers, just like all other pool powers. Corruptor numbers should be a bit lower but not by that much. -
[ QUOTE ]
[Edit: I never got the chance to test out the old version of whirlwind, but from what I gather it was knockup without much knockback... there's tales on the US boards of scrappers using it to keep mobs out of action but still within melee range (5 feet) ....? Apologies to the OP for the OT discussion btw!!]
[/ QUOTE ]You could go next to some low level foes, activate whirlwind, and see them fly about 20 metres up to the air, only to land to the exact same spot. Of course, after ragdoll that no longer worked, and then whirlwind was nerfed to do knockback. -
You want to be effective stone tank, you pick TP, no way around that.
-
My 50 is empath/dark....I hate the sets.
FF/NRG offender used to be fun 'till it was double-[censored] by I5 (GDN) and I6 (ED - Bye bye defender damage)
TA/Psiiiiiiii is funky, and propably the char I'll be playing most after I8 if I don't drift away to other games completely. -
[ QUOTE ]
Yes, of zero
(unless you're talking about the height at which mobs are actually bounced into the air... which I've never seen change on my Soaring Dragon *ever*...)
[/ QUOTE ]It's not always zero, there are powers that only KU very short distance (like AS), and those that do so for longer distance (such as psi tornado, or the old whirlwind).
Of course, the addition of ragdoll might be screwing up KU, and the distance changes won't be as apparent as they used to. -
That must have been added after I7 going live then...
-
[ QUOTE ]
If you do, it's not doing much.
My wife has a 42 Elec/Elec brute.
She first picked acrobatics, and with static running, kept getting stunned by every single Nullifier / Spec ops longbow, every single Freakshow. Spec'd out of Acro, took Grounded, never got stunned ever since
[/ QUOTE ]Grounded gives:
Effect 9.375% Resistance(Energy) to Self for 10.25 seconds
Effect does not stack from same caster
Effect 7.5% Resistance(negative_Energy) to Self for 10.25 seconds
Effect does not stack from same caster
Effect 69.2% Resistance(Endurance) to Self for 10.25 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster
Effect -15.578 Knockback to Self for 10.25 seconds
Effect does not stack from same caster
Effect -15.578 Knockup to Self for 10.25 seconds
Effect does not stack from same caster
Effect -6 Immobilize to Self for 10.25 seconds
Effect does not stack from same caster
Nothing against stun. -
[ QUOTE ]
I'm pretty sure that secondary knockdown/knockup effects don't care what level a mob is providing the tohit check succeeds.
[/ QUOTE ]They do, the higher the target, the shorter distance it will be knocked back. ALL power effectiviness on hostiles scales with level.