SinisterDirge

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  1. Quote:
    Originally Posted by Johnny_Butane View Post
    Except, you know, your taunt aura. Like...Invincibility or RttC. So better shut that off too.
    Just what you want to do when surrounded by a bunch of enemies.

    Oh, wait... no, that would be an incredibly stupid thing to do.


    I'm still 100% against them upping the aggro cap. It affecting Tanker survivability is just another reason it shouldn't happen.

    And before anyone suggests I (or anyone) could use the increased danger the tanker would be in to justify a damage increase, I just have to say again I don't want a blanket Tanker damage increase.



    .
    Not one to herd nerfs, but then would it make sense to up the aggro cap on brutes and scrappers in order to negatively affect their survivability?
  2. Quote:
    Originally Posted by rsclark View Post
    How would targeting through the tank help?
    Well for one, Hopefully anything I blast he already has aggroed. The key part is the running shoes.
  3. Do Tankers still bruise with the first power? Since it is a cone is it random, or does it hit everyone?
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    I'm someone that believes the Acid Mortar should move. I know the Triage Beacon isn't a true pet, just pseudopet, but the Acid Mortar shows up in my pets window for crying out loud. Then again, it's /Traps. Do we really have any reason to complain?
    Nope, we dont, but if you have one out when you zone back from a trial, guess who comes for a ride? Then again, can't blame the little guy for not wanting to stay there.
  5. Quote:
    Originally Posted by Jagged View Post
    For any other situation it would be a valid tactic for the tank to grab all the attention and the blaster to snipe or nuke from a safe distance as they felt appropriate. But in this situation that would fail. And fail NOT because the tactic was suddenly bad but because an artificial mechanic made it so. I consider that bad design.
    I disagree. I think it is always a bad tactic to blast a spawn that is double the aggro cap of the tank. I would target through the tank and make sure my running shoes are on. Or use the good old fashioned pull the buggers to me tactic, which although runs counter to tank and spank, is at least as old and valid a tactic as tank and spank.
  6. Dumb question. What happens when you respec if you plan on using the enh again? Still loose all the boosters, or just the ones you dont slot?

    EDIT: Nevermind. Answered my own question by reading the wiki. Nothing to see here folks.
  7. 3 nucleous and 2 enzymes is what I go with. In a protracted fight, they can have end issues.
  8. Quote:
    Originally Posted by Johnny_Butane View Post
    When you do get to the cap, hit the wall and he goes past it doing more damage and you're both nigh-unkillable, you may feel differently.
    Nope. Once I do hit the ceiling, I hit FE and go through it as well. Thankfully I have FA on tankers, scrappers and brutes. I dont feel differently. Does the brute deliver more damage faster? Yup. I also have to pay more attention to keep myself alive in situations that doesnt phase my tank.
  9. Quote:
    Originally Posted by Johnny_Butane View Post
    You're right, I hate the very concept of aggro and how it's used to feed the Trinity concept.

    One character standing in the middle of the fight, insulting everyone into attacking them while your teammates stand back and pick them off. And brother, do they ever line up to get picked off.

    That's not how a fight works.

    Not in comics. Not in a movie. Not in reality.
    Heh, what you want 16 mobs to dance meanacingly shaking a knife around you while one walks up to you at a time so you can smash his face in?

    In reality they would all pile on or they would all run away after you smash 2 or three faces in.

    I'll take the pile on thanks. if number 18+ wants to wait in line they are welcome too. If the devs want to let 30 more pile on, I'm cool with that too.

    Also, seriously, with double stacked rage you are honestly trying to say you are not defeating any mobs in a spawn at all? My fire tank is rarely at the damage cap and I don't have to bow my head to ANY scrapper.
  10. I hate running around with rooted on as well unless I absolutely have to, so I have a -KB io in teleport in case I run into a suprise mob that wants to put me on my ***.
  11. Spines, Traps, and anything Fire.

    But mostly spines.
  12. Quote:
    Originally Posted by Johnny_Butane View Post
    Counter point two
    The Incarnate system may have done OK by Tankers so far, but I have two, soon to be three, Tankers that are up against the damage cap or are so close to it they don't receive full benefit from their Musculature Alpha boost or any future damage boosting slots or abilities they may add. That doesn't give me a lot of room to grow.
    I am genuinely curious as to why you would want to take musculature on a toon that is already mostly at the damage cap. Sure, some of the benefits ignore ED but still, it makes as much sense to me to gripe that a resistance capped tank doesn't get much benefit from the resiliant alpha tree. I know you are aware that you can close up some other gaps (end, recharge) with your alpha options, so I don't understand this complaint at all. Mostly because if anything, It gives you more room to grow. Just out in other branches.

    I have a few toons that have so much recharge, I don't really need to slot a spiritual. However, if I need to absolutely eek out just a smidgen more, I can, but I understand that the toon doesn't get the full benefit from it and thats the choice I made. I have no one to ***** to besides myself, and if I do *****, why should anyone listen?

    If tanks were to be buffed, and were given more damage, would I roll a couple more? Possibly. I dont think it is nessessary though.
  13. Quote:
    Originally Posted by Deacon_NA View Post
    While they use different mechanics (kb vs repel), they're basically the same. However RF has a much more managable radius, one that would be less disruptive to a team and provide you the ability to more strategically choose which mobs you want knocked away. I honestly can't think of a good use for Froce Bubble in today's game except for maybe the computer in ITF, and again, you can still accomplish the same by running around the robots to kb them.
    Would it not be feasible to herdibubble spawns into corners to pack em in for fires aoe's? I am not a FFer by any means, but that would probably be a personal playstyle goal of mine with this pairing.
  14. Quote:
    Originally Posted by Frostbiter View Post
    Or figuring out how many licks it takes to get to the center of a tootsie roll pop.
    Conspiracy theorists have been known to say she figured that out at the age of 2, as well as how they get the caramel in the caramilk bar, but her results are sealed until 2080.
  15. Ill/Rad was a big game hunter before IO's

    With them, they can solo just about anything in the game. More so with some incarnate powers. You might not be able to run +4/8 at a decent clip solo, but there are not many bags of hp that an Ill/Rad can't deal with.
  16. Quote:
    Originally Posted by MrCaptainMan View Post
    I wish they'd employ you, Arcanaville.
    I have a feeling she is meant for bigger things. Like saving the planet from a meteor attack, or harnessing cold fission.
  17. Quote:
    Originally Posted by GATE-keeper View Post
    (I have no intention of using this setup to PL toons from 1-50, I only intend to get a toon up two or three levels. For instance, if I want a toon on my main acct to run a particular WST, but the toon is a few levels too low, then I'll do this.)
    If this is the case, it would probably be faster to run Death from Below.

    As for bosses on or off... Its been awhile since I have done anything on SO's but as long as you can survive long enough to deliver enough damage to kill them, bosses are good xp.
  18. Am assuming you are referring to an Glad Armour, but since there is more than one Glad set, can't be sure.
  19. Quote:
    Originally Posted by New Dawn View Post
    For the above:



    And No Tankers should never need to dip into Presence. Brutes will only start doing it to annoy me

    I dislike the idea of Tankers tanking for Tanks let alone Brutes tanking for tanks. Heresy.
    I would argue that they shouldn't need to dip into fighting first. Of course even if they adjusted the tanker numbers so that they would have the same coverage as enhanced tough and weave, how much do you want to wager most tanks would still grab both?
  20. The UMA graphics instantly turns me off.
  21. Quote:
    Originally Posted by New Dawn View Post
    Read what I actually said.

    I didnt not assume Brutes are idiots or I would of said "Brutes are idiots".

    Idiots can be behind a Tanker AT.

    I have already said that other ATs can do a Tankers job.

    Honestly.

    What I want is for a Tanker to be able to fulfill their role already within the flexibility of the AT regardless of what other sets are in team.
    I don't have a problem with Brutes mob to mob. I do have a problem with them on an AV. Their damage and their gauntlet combined can help direct and position the AV in a way that can compromise the team. I don't like to tell people how to play, I just think a Tankers role shouldn't be negated by a Brute when taking down an AV. I see a Tankers role as directing damage away from team because that's actually what they're built to do. I might be unreasonable but I find WP aura a little bit "yellow" too.
    You know, if I am on a squishier AT I like to stay behind the AV. It isn't the tankers fault if People are not paying attention to where they are. Its okay if you want to take that on your shoulders, but you don't have too. It would be like blaming yourself for people dying on the team while you are playing an emp regardless of how obtuse your team mates are.

    This also sounds a bit like an emp defender complaining that they are not as helpful to a team because emp controllers can heal just as well.

    Tanks are not negated by brutes at any time. If I felt that way on a WP tank, I might consider the presence pool as well as taunt. If.

    Now before the counter argument is made that tanks should never feel the need to dip into presence, bollocks. If it helps you fill whatever roll you set for yourself, grab it I say.
  22. SinisterDirge

    Break?

    Take it easy mate. The cost of marketears will undoubtedly go up.
  23. Quote:
    Originally Posted by Grouchybeast View Post
    Remember that controllers (and MMs) are locked for Premium accounts.
    Indeed they are. I change my recommendation to second the ss/fire brute.
  24. Fire/kins are still quite viable without IO's