Mithrandir_

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  1. [ QUOTE ]
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    2. After analysis, Scrappers CAN NOT reach the same levels of resistance as a Tank. Regeneration, though, is a small concern.

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    Scrapper Secondary Power Invulnerability.
    Unstoppable: base Resist 52.5%
    2 SO Damage Resists = 73.5% Resistance to all but Psionic
    Resist Physical Damage: base Resist ~9.3%
    4 SO Damage Resists = 16.74%
    Resist Energies/Elements: base Resist 15%
    1 SO Damage Resist = 18%

    Unstoppable 2 Slots+RPD 4 Slots+REn/Rel one slot = 90.24% Resistance to Smash/Lethal attacks, and 91.5% Resistance to Elemental/Energy attacks, effectively capped at 90%.

    Tankers are also capped at 90% damage resistance. Is there something I am missing?

    Edit: Actually someone reported that the base for Scrappers RPD was higher than I originally thought, so I updated my numbers, which actaully made RPD go from 6 to 4 slots to reach the cap.

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    This is worth repeating.
  2. I would vehemently disagree with you. If anything, it's difficulty level is far, far too easy. Green Cons in the reactor room? C'mon!

    Make it harder and you bring out the best in people. Like the sewer trial. Which is hella fun because it difficult. I say this as an Inv/SS Tanker.
  3. Humph. My grades have actually gone up since I started playing City of Heroes.
  4. Mithrandir_

    Tanker Update

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    1. Tankers will get a "provoke" like AOE effect on their melee attacks.

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    This should help. It has been suggested many times in the Tanker Forums as something that should help improve aggro control.

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    2. As a Tanker lands more and more blows, he'll start doing more and more damage. The longer the fight, the more powerful the Tanker becomes.

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    This one sounds great on paper. But, I have a definite concern that this might just end up as mere window dressing. At high levels, you can reach the damage cap with just the use of Build up. Will this new basic tanker ability raise the damage cap to match how much it adds to the Tanker? If it doesn't, then it will end up pretty much moot as having any real effect in high 40's game play.

    Statesman, I think you really need to examine tightness of your damage cap at the high levels. It really puts a damper on team dynamics as buffs are often useless due to the cap. It is this point that again concerns me about this future change to Tankers. Will it really mean a thing with the present damage cap system?

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    I must echo these concerns.
  5. Wait, wait, disorients STACK? I've never been stunned while using Unyeilding Stance.
  6. I'm very much opposed to the Rage changes. Raising the timer? How will this help SS tankers? Also, how would a -DEF or an Endurance hit help either?