New Dawn

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  1. [ QUOTE ]
    imo, i'd rather a squishy was held than running from the battle. a hold i can clear, standing behind a brick wall whilst being followed by minions i refuse to, cause it puts the rest of the team in a compromised position if the empath is chasing squishies all over the place. As far as i recall thats a trait people get out of after they leave the hollows.

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    ideally people will attack upon a tankers second taunt, should they attack at a point of no taunt duration they will get aggro, i prefer them to run to the tank so that the tank can pick up aggro, running far enough so minions give up chasing aint bad either. Running around me constantly getting hit can also be a compromise for the team as that person needs spam heals.

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    No offence intended to whoever it was who said they get two shotted by an AV....but my fire brute doesnt get two shotted by AV's ffs

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    it may do once you are facing certain lvl 50 AV's in i7 but thatll come down to how you play and who you face.

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    an empath can happily keep an 8 man team alive using only heal aura, absorb pain, and heal other

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    buffs = less heals (which is nice)i often fort someone who is in a too hot to handle situation

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    Problem 2 , i find anyway is the animation time for CM is not to quick and in the middle of a big battle having to CM someone can lead to someone dying by not being able to AP or cast heal quick enough.

    [/ QUOTE ]have you tried it recently? they reduced the animation a while back.

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    action time is still action time unless they reduced it to 0 secs i cant see your point.
  2. [ QUOTE ]
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    The slight problem with CM is it don't last too long and many scrappers and tanks etc aren't the most patient before a fight starts to wait till everyone is CM'd.

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    Dont clear mind scrappers and tanks (unless its PvP). They dont need it.

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    i think you may have misread what that sentence means, scrappers and tanks initiate a battle that other squishier types soon follow without recieving needed buffs prehand and then require clearmind midfight in which case heals have to be priority as clearmind action times can lead to a loss of life it also means that the tanker doesnt get my tanker of the year award or perhaps the scrappers never allowed the tank to herd.

    if u r a defender that doesnt need to cm anyone then gratz u must almost always of have had a good tanker, been teamed with many scrappers or scrappers who know to attack mezzers or blasters that somehow dont or have had another defender/controller doing a great job.....take your pick.
    On pick up teams it can be anything goes and aggro can be anyones (i have seen some poor excuses for tanks and blasters that think they must be tanks), cm allows a clever unmezzed protected AT to run if under too much fire and for you not to become a dedicated to one person healer or it allows a noob to think you are their dedicated healer by not escaping and carry on taking damage in which case i would have to let them die to save others.

    in pve there are situations when a tanker can do with added perception: drop down points where you can only see whats nearest below you and not see anything around them for one, facing knives of artemis thats two, when facing enemies with great perception can be three.
  3. ok got it, done some testing, the higher the level of mobs it seems the lower the taunt effect is ie lesser duration. With the mobs today (well the ones attacking me that is) just as they were about to attack a team mate my tick came in, with acc unslotted (3 levels below me at least, it was autohitting).
    I think yesterday it was a case of team early aggroing and untaunted enemies running through my mudpot area between ticks. The ticks are like every 2 secs.
  4. come i7 u will love energy aura especially later levels i can feel it especially if u get stimulant (dont slot) and aid self i just know it.

    *puts crystal ball away*
  5. tested with mobs, taunt is 3 recharge and my mudpots is 3 accs as i thought if i need accuracies it aint autohit i still need to put taunt durations in but keeping aggro was a real struggle in comparison to my other tanks. Those ticks from mudpots should have gauntlet in them and from my testing you can not out taunt gauntlet with damage unless taunt has worn off. i will time those ticks when i get a chance and time gauntlet taunt effect of my invuln and see the difference.
  6. slow is a spanking effect but the possible fact of 3 taunt so's means it lasts to the next tick if true is like omg poor!! my mudpots seemed to be hitting a maximum of 5-6 as well and missing a couple which i thought was omg poor too. either way i think chilling embrace etc is so much better due to the effects i was seeing. if there is one thing i like on a tank its holding aggro its the first thing i look for and i never have struggled so much keeping it as i have with a stonetank.
  7. well mudpots isnt autohit anymore and after playing 1 of each cos i have one of each my stonetanker was comparatively pants for keeping aggro despite similar gamestyle compared to the others. But later on ingame i think if slotted right i can get it just as good. Once it is i'll then say what way of slotting i have found makes mudpots as effective as other tanker aoe taunt toggles. But in early levels stonetanks are horrible compared to the others as most people know. i think i will prolly have to be 3 acc 3 taunt.
  8. New Dawn

    Weave / SR query

    tough is "only" good against slash and lethal and requires alot of end slots really, weave requires alot of end slots and adds a small amount of defense.

    aid self puts back damage taken no matter what the damage type is. With 2 recharge and quickness u will have it every 14 secs roughly. In even level mobs and 1 interrupt you have a good chance of pulling it off, in the arena you have good chance of pulling it off. When i7 comes all mobs upto +5 will be like even level mobs, problem then is how much damage they give when they hit you.

    so tough (smash/lethal only) 6 slotted (3end,3res)plus weave (all def 4.33% base) 6 slotted.= total 12 slots

    or stimulant 1 base slot and aid self 6 slotted 1 int 2 rec and 3 heal (puts back health every 14 secs). = total 7 slots and 33% health regen every 14secs

    ive had fighting pool on my sr and now i got aid self. aid self is imo way way better
  9. [ QUOTE ]


    1 Is it worth taking

    2 If so what best way to slot it

    3 Is is best used as much as posible or as a panic button or even situation ie av elite boss fight.



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    if you can work with MoG you can work with unstoppable, i'd say worth taking for those buy time situations where its kill or be killed, on a brute i'd consider 3 rec, 2 resist and 1 endrec (yes even the endrec) but i have avoided getting an invuln brute.
  10. stone tanks have the "worst" i was comparing to other tankers
  11. 3 acc and 3 taunt it!!! well just work out how many taunts hold a good duration then. I'd hate to be a blaster and see somit comin for me. My blaster will do more damage than your mudpots but i wont if i am dead.

    Have 3 recreds and 3 taunts on taunt too! people wont team with a tank if they keep dying!!

    Stonetanks have the worst aggrohold capability, you can end up building one that can take all the damage but for nothing if the team is recieving it.


  12. ok so does that mean in your case its generally good to have 1 end cost in every power or what?
  13. [ QUOTE ]
    hose were the good days, got him to 27 then (didnt even get a travel power cause i was focussing on my armors).

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    i was exactly the same!! finally got a travel power at level 30, before then i got tp'd everywhere, it may sound lazy but having all defenses asap was better for the team. I respec'd low level changes now for pvp post lvl 20 though i got haymaker at 22 and travel power at 14 but with haste speeding up my dull pain recharge not much in compromises have been made.

    i7 will add survivability to an icetank playing +lvl mobs as for being more survivable than other tanks that i think will just be down to build and playstyle to suit build as always just like you say VERY player dependent.
  14. [ QUOTE ]
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    That change is to "every defence power" from everything i have read especially from castle on the us forums.

    someone on the us forums wrote:

    "STATESMAN I WANT YOUR BABIES"...."NO REALLY!"*pulls out gun*

    Not quite how happy i feel but OMG!! i am happy!!

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    Is kinda weird to be so happy your going to kidnap his children

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    LOL!!
  15. i am thinkin of not bothering with icicles and just havin CE 3 slow/3 taunt
  16. [ QUOTE ]
    no the beauty of Ice Armour is in the taunting ability of chilling embrace. Pick this power and learn to love it. I have no idea if it's bugged but chilling embrace unslotted can hold almost all aggro.

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    had noticed this in last 12 hours i was sk'd to my friends invuln tank for 1 mission(just to see how her tank works with the aoe fear thingy from presence pool in teams) but anyway the enemies LOVED ME MORE!! now that is what tanker should be all about as much as possible. My chilling embrace is well slotted though it will stay that way.
  17. ok fair enough lol how are you finding aid self and how did you slot it if you dont mind me asking?
  18. [ QUOTE ]
    I changed this around a little, mostly for pvp purposes. This was tested this morning against Psi babbage, Rikti/DE with a Thorn Monster mission and against carnies (with AV) (basically some issues for tank) and it worked much better than I thought, infact alot more powerful than my last build.

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    All your power choices except boxing and kick are the same so without knowing your slotting i dont see how you have proved that the 2nd build is alot more powerful than the last.

    So far to me you have proved that 2 tanks same build powerwise with not exactly the same tests carried out against some enemies can have a different level of luck which most people know anyway.
  19. [ QUOTE ]

    More toggles = more end use = more end reducer slotted
    Less toggles = less end use = less end reducers / more recharges slotted

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    no i got ya still i wasnt really that much in reply to you, just your post has got me thinking about what is commonly accepted good slotting when it comes to end reducers i need to look at how i play, my attack chains and ask myself whats good slotting for me.
  20. [ QUOTE ]
    I wouldn't have got it if I didn't think Weave was worth it too. It is a trade off between slightly better defences and worse endurance. More Endurance can be equated with offence, even if it is just that you can swap a endurance reducer for recharge in the best attacks.

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    until i7 defence is unscaleable i have a super reflex so i valued resists/defence through feel and the fact you cant really measure how often you are not hit.

    If you add a endurance enhancer and lose a recharge you lose on a use of an attack over time (less offence) or add a recharge and lose an endurance enhancer you can lose use of any attacks over time (less offence) but hopefully they are all dead by then.

    My point being in every strength lies a weakness and i often wonder if what looks like bad slotting is in actual fact good slotting.
  21. fiery aura is a resistant set with some offense to offer a kill before being killed element to it. Weave will do little to help it however with the scaleability of defense coming in i agree ice and invulns can benefit with fighting pools weave.
  22. With what i have read defence is soon going to be scaleable so it maybe that getting tough and weave maybe theoretically better than taking passives however i'd still take the lot
  23. i got an ice/ice, talk about make a good tank straight from the cradle, i love it! and with i7 scaleable defence coming OMG!! with 900+ hours on my invuln i still get excited and have fun!
  24. That change is to "every defence power" from everything i have read especially from castle on the us forums.

    someone on the us forums wrote:

    "STATESMAN I WANT YOUR BABIES"...."NO REALLY!"*pulls out gun*

    Not quite how happy i feel but OMG!! i am happy!!
  25. I dont care what people do or why it matters. Personal is personal.People come on here to play a game. i do like discovering people though but its of no consequence to me as i am just here to play a game.