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Posts
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Joined
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Mid's is your friend, can experiment all you want without spending a penny, at least statistically anyway. Cohplanner.com
Rage you need. Stam as well. Handclap is good for mitigation, problem is with WP, you need the mobs next to your for RttC to work. The knockback in handclap is not your friend. Hurl is nice for runners, and is good for knocking folks out of the air, but the animation time is long. If you really want a ranged attack that is sexy, go four Gloom in Soul Mastery, it is fast and does a LOT of damage for what it is. I do like Air Superiority, but with SS, it is really more of a luxury. -
Quote:Unfortunately, we can only speculate as to what will happen when GR is released. I am speaking from experience with other games where I have seen this exact scenario occur. One class gets buffed to hell, or one faction gets access to a class they didn't have before, they see the strengths and weaknesses, and say, well, the weaknesses are heavily outweighed by the strengths. I have seen classes completely reworked to deal with that exact problem, but the perception was already there, and that takes a long time to change. Sure tanks are tougher out of the box, I am not arguing they are not. As far as what is required for the current content tho, a well built, well played brute can easily stand in for a tank.You're right; but I think the highlighted part is the real wrinkle in your statement, because not everyone is the "right player," probably a lot fewer than we think here. Brutes have the tools to replace Tanks, but I'd wager the majority are focused on damage and couldn't care less about aggro.
The second hurdle is that they'd need more buffs to be as strong as a Tanker. The good thing about Tankers is they're a lot tougher out of the box and don't require as much support to get things done. On a support light team (be it few support chars or few support who are operating optimally) the Brute will have more problems than a Tank will.
Will some Brutes replace some Tanks? Yes. Will all of them? I highly doubt it. I know I have no intentions of quitting mine.
As another point of view, there hasn't been a mass exodus from Defenders, despite what is said on the board about Controllers and Corruptors (post GR) being able to replace them while having more control / damage / etc. Defenders can be replaced, but they haven't been.
Defenders can definitely be replaced, but that scenario plays out differently. The main job of the defender is keeping up those buffs, keeping up those heals, and so on. With corruptors and controllers, that is secondary. It requires them to think about more than their primary task, and split their attention between the enemies and their teammates. Yes, with multiple controllers, corruptors, and MMs on a team, they should, but often don't make up for that one defender. It is much easier for a tank to be replaced by a brute, and to a lesser extant a scrapper. All the brute has to do is keep doing what he would normally do, he has all the tools, including taunt. The scrapper would have to concentrate more on aggro control, as they don't have access to taunt, but generally wouldn't be that put out by it.
And that is really what it comes down to. The casual player base and the farmers will still want tanks, but those of us doing content, running the TFs and the like, well, perceptions may change.
Now, maybe they will push the envelope a bit, actually bring some challenge to the content. That alone would be enough to save tanks, and I believe would breathe new life into the game, but brings about the possibility of alienating the casual player.
And, again, if you don't agree, instead of just calling it BS, at least do like Serrate and give some rationale to the decision, other than just saying you would never take a brute over a tank.
I respect Serrate due to the fact that instead of just trolling and making stupid comments, she(or he, was just basing on avatar) actually states an opinion and backs it up with some justification. I may not entirely agree, but I concede she makes some valid points.
I am basing my prediction on actual experience, both with this game (I remember a time when NO one wanted a stone tank, now everyone wants one), and with others, specifically with tanking classes. -
I have played SS on both hero and villain side, solid damage output, a bit end heavy but not terrible. Mace is great. I love it. Axe is similar to mace, but slightly slower with more damage. End is a tad heavy with mace as well, but not hard to mitigate. My Ice/WM has ZERO end issues, and that is with an SO build. I have seen some folks put out some very good damage with DB, but I agree with CMA, I dont care for it. From what I understand tho, the best damage doesnt even make use of the combos. EM is a pita now, but still not bad. Fire is solid damage.
I have an Inv/Fire, the thing is tough as nails, but the end use on it is horrendous. I am pretty sure I can get it better, but I lost interest in the toon a long time ago.
As for the primaries, Invuln and WP are both very solid sets. For pure survivability Inv definitely is best next to stone. However, all tanker primaries are solid if you take the time to learn the ins and outs of them, especially if you plan on investing in an IO build. DA is fun, the playstyle is different, bit more seat of your pants. To me fire is very similar to DA playwise, but a bit less reliant on the self heal. Ice is nice too, the end issue becomes irrelevant with EA, but being all defense, a bit of bad luck can hurt bad.
As far as aggro control, I actively use taunt on my wp tank, only really use it to grab strays on my invuln. I don't use it at all on my Ice tank. -
Quote:Yep, I have been looking at builds for my brutes, and seriously, survivabilitywise, brutes are not very far behind tanks.I was alright with Tanks till this morning. How attractive will they be for teams when Brutes can cross over in Going Rogue? They'll practically be interchangeable given the right players except Brutes do more damage.
Close to, if not softcapped defense, solid resistance, and a ton of damage. These are builds requiring no purple sets and are not that expensive. I have a build for my SM/WP brute with 50% resistance, @83hp/sec regen and 35-40% defense, depending on how I tweak it. My DA tank, for the purposes of comparison, when I get the last couple of IOs i need will have just over 45% defense, and 69% resistance. My ElecA brute, with the IO build I have come up with, will have 42.3% def, and 58.3% resistance, the biggest issue with that set is the lack of a self heal, which appears will be alleviated with I16. With IOs, my Shield brute will have better survivability than my Ice tank IOed out would.
A couple buffs, they are equal to tanks.
These are not that expensive of builds. A little farming, and they are easily achievable. They don't use any purples whatsoever.
Is the game built with SOs in mind, yes. Is the accumulation of Influence now trivial, if you don't think so, you are delusional. Are IOed builds the norm currently, no.
When is GR going to be released? 6 months from now would be the absolute earliest I would give it. In 6 months, there will be more IOed toons. In a year, it will be almost mandatory. People are still catching up in this game as far as loot based min/maxing. The effort required to max out a toon in this game is incredibly small. I am not saying this is a bad thing.
I love my tanks. I love TO tank.
I am not calling for anyone to get nerfed, I am not saying Tanks are broken. What I am saying, is that Tanks need some sort of adjustment to make them more relevant, specifically in the future. All classes are to a degree interchangable, I am not saying that is bad either, but seriously, unless there is some other means to make a tanker desirable to teams other than taunt botting meatshield, they are going to become obsolete. -
As I stated initially, this is just my take from messing with mids, not really sure how good a build it is. Altho, I have noticed that the less people point out glaring holes, or make nitpicky comments on it, the better it is.............
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Quote:Those 2 statements hit the nail on the head. And the comment about WoW, yeah, they hardcapped rogues defense percentages because they were having problems with rogues tanking certain raid bosses.See shannon, after IO's came, players decided to "maximize" their Scrappers that they had shelved. And take on AV's and do RWZ challenges and further prove that they are "1337", the rest just wanted to feel more durable while doing tons of damage. I found it a bit cheap that scrappers could have more life and stronger regenration than Tanks. That kind of killed it for me. As its like making a Rogue in WoW take on more than three mobs. It's ridiculous but, you can't stop the ball from rolling.
Lastly, I say, take off the aggro cap. I'm tired of seeing my defender or blaster taken out because the tank aggroed two groups. And I honestly hate being the tank and have to watch enemies standing 5 feet away from my character pay no attention to me, even through my taunt, just because of the cap. -
Quote:A scrapper being able to completely control 2 level 54 AVs is absurd. I am not saying they can't do it, I am saying they shouldn't be able to, UNLESS they fix tanks in a fashion that makes them more team viable. Again, my reasoning for holding this opinion was the whole reason they used behind nerfing tanker damage back in issue 4 or 5. If scrappers are a damage AT they should be interchangable with blasters, not tanks. Blasters get the edge in damage as scrappers have the edge in durability. Scrappers do more damage than tanks by far, but seriously, the gap in durability is not that big. When you bring brutes into the equation, which do similar, and in some cases better damage as scrappers, with a bit better durability, scrappers complained. Now, the differentiation between scrappers and brutes is a bit easier to see, brutes need the durability, as in order to maximize their damage, they need to be fighting a larger number of targets. The scrapper has a much more reliable damage curve, supplemented by excellent burst damage from critical strikes.Yeah but can they tank the entire inner circle together like tanks can? I think not. 2 level 54 AVs is my limit for complete control as a Scrapper, I don't think its getting any higher....and to top it off no defender or controller is a requirement either. In fact I have every reason to believe that its possible for a team made up of scrappers and blasters only can do the MoSTF. What the tanker, defender and controllers can bring though is more security.
Now, when I16 comes out, with the changes to Elec Armor, I will be able to make my Elec/Elec brute almost as durable as my DA tank, with a ton more damage. That is if the reported change to CP goes through as is. I have a feeling that Scrappers will be able to get similar results within their builds. Now, if that isn't enough evidence that Tanks need an upgrade of some kind, I don't know what is. -
way to miss my point
I am perfectly happy with tanker performance, I said scrappers are overperforming.
I never once said NERF SCRAPPERS.
What I said was, when they nerfed em before they didnt go far enough. They nerfed Tank damage because it was too close to scrapper damage, they nerfed scrappers defenses for the same reason. This was in order to differentiate the two ATs from each other. Well, with tanks, they more than met their goal, and with scrappers, it is my contention they did not. the fact that scrappers can solo AVs pretty much proves that point. When a scrapper can tank lvl 52 boss farms, without support, they are overperforming. Even with IOs, it is difficult for a tank to solo an AV. Not difficult to live through, difficult to kill it. For an IOd scrapper, the opposite should be true, the damage is there, but the ability to absorb the damage should be the sticking point. it has been shown before, it is not only not difficult, some have taken on multiple AVs at once.
ATs are supposed to be interchangable, to a point. If a tank can't fill the role of a scrapper, or any other AT for that matter, then why the hell should a scrapper, be able to fill the role of a tank.
What I stated before was not a suggestion, not a cry for nerfs, it was AN OPINION.
Anyway, this has gone way off the OP's original point, and I still agree with him, the aggro cap is outdated. -
yeah, should have said, this isnt a leveling build, is a final build, I threw that one in much later after I had been messing around with the build for awhile
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I agree, there is definitely a problem with the current status quo. Anything that creates conversation on the issue is worthwhile.
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Don't know how well this stands up, but this is the build I am planning on going with on mine. May still try to fit Tremor into it, but I have heard terrible things about that power. I dumped hasten from the build, as with the current slotting, +haste is already higher than perma Hasten levels. I am assuming this is due to the FF proc in fault, so I am not sure how reliable that would be in actual play.
anywho
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Kitten-Stomper: Level 50 Science Brute
Primary Power Set: Stone Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), P'ngS'Fest-Dmg/Rchg(33), P'ngS'Fest-Dmg/EndRdx(40)
Level 1: High Pain Tolerance -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Numna-Heal/Rchg(15)
Level 2: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Dmg/EndRdx(34), P'ngS'Fest-Dmg/Rchg(34)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/EndRdx/Rchg(5)
Level 6: Mind Over Body -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11)
Level 8: Fault -- FrcFbk-Rechg%(A), Stpfy-Acc/Stun/Rchg(9), Stpfy-Acc/Rchg(9), Stpfy-EndRdx/Stun(15), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
Level 12: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(37)
Level 18: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), P'ngS'Fest-Dmg/EndRdx(23), P'ngS'Fest-Dmg/Rchg(29)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(21), P'Shift-End%(21)
Level 22: Swift -- Empty(A)
Level 24: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(25), Numna-Heal(25), Numna-Heal/Rchg(39), Numna-Heal/EndRdx(40)
Level 26: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(27), P'Shift-End%(27)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), Ksmt-ToHit+(29)
Level 30: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(37), Zinger-Taunt/Rng(37), Zinger-Dam%(40)
Level 32: Boxing -- Acc-I(A)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 41: Gloom -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitDeb/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg(42), Dev'n-Dmg/Rchg(43), Dev'n-Dmg/EndRdx(43)
Level 44: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46), P'ngS'Fest-Dmg/Rchg(46), P'ngS'Fest-Dmg/EndRdx(46)
Level 47: Dark Obliteration -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(50)
Level 49: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50), Rec'dRet-Pcptn(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 25.5% Defense(Smashing)
- 25.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 14.3% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 6% Enhancement(Heal)
- 47.5% Enhancement(RechargeTime)
- 9% Enhancement(Accuracy)
- 3% Enhancement(Stun)
- 320.5 HP (21.4%) HitPoints
- MezResist(Immobilize) 13.2%
- MezResist(Terrorized) 2.75%
- 20% Perception
- 5% (0.08 End/sec) Recovery
- 138% (8.64 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
Set Bonuses:
Kinetic Combat
(Stone Mallet)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Stone Mallet)- 8% (0.5 HP/sec) Regeneration
(High Pain Tolerance)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(Heavy Mallet)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Heavy Mallet)- 8% (0.5 HP/sec) Regeneration
(Fast Healing)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(Mind Over Body)- 3% Defense(All)
(Mind Over Body)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Fault)- 2.5% (0.04 End/sec) Recovery
- 28.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
(Combat Jumping)- 10% (0.63 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Indomitable Will)- 10% (0.63 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Rise to the Challenge)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
(Seismic Smash)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Seismic Smash)- 8% (0.5 HP/sec) Regeneration
(Quick Recovery)- 16.9 HP (1.13%) HitPoints
(Health)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(Stamina)- 16.9 HP (1.13%) HitPoints
(Heightened Senses)- 7.5% Enhancement(RechargeTime)
(Taunt)- MezResist(Terrorized) 2.75%
- 10% (0.63 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 10% (0.63 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Gloom)- 22.5 HP (1.5%) HitPoints
(Gloom)- 12% (0.75 HP/sec) Regeneration
- 33.7 HP (2.25%) HitPoints
- 3% DamageBuff(All)
(Stone Fist)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Stone Fist)- 8% (0.5 HP/sec) Regeneration
(Dark Obliteration)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Build Up)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 6% (0.38 HP/sec) Regeneration
- 20% Perception
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you can still get good defense in with lots of damage and pyre mastery, with enough finagling possibly even softcapped.
and yeah, get the kb protection IO, if not two of em. -
as a whole, of course not, but how many people actually do TFs and the end game content now, it's not the AE babies, it's the people that take the time to learn the game and IO their toons.
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in essence, from the way I am reading this, it would create a virtual form of stun locking the mobs.
that or it would just act like a slow, which can already be stacked by a dedicated debuffer.
Don't get me wrong, it's not a bad idea, just not sure how well it would catch on, or alleviate the current tank stacking issue. -
Quote:I am not arguing that Tanks are not top for pure survivability.When it comes to pure survivability, Tanks win hands down. There won't always be a buffer on the team and when I want someone who can take a hit and deal damage at the same time, I'll find a Tank or maybe have my friend get his or hers. Brutes can't take it unless they're IO'ed out or have several buffers on the team. Scrappers can't take it unless they're IO'ed out as well. Also, try to find me a non IO'ed out Scrapper that can do a Tank's job and not die.
When GR comes out, I won't be inviting squishy Brutes to the team so they can just die trying to take the alpha.
But let's face facts here, IO'ed out brutes and scrappers are not that uncommon. IOing a toon out is not hard, nor that expensive, especially with a little planning. By the time GR comes out, IO'ed scrappers and brutes will be the norm, not the exception.
I have been on teams already with scrappers that can more than hold their own against the average tank. I have been in groups where the group leader actually told the tank NOT to take lead and let the scrapper do it. Now, if I were the tank in said group, I would have told them were to stick it, and went on my merry way. This is a serious issue.
Is amending the aggro cap going to fix this, on it's own, of course not, but it would be a good first step. -
Long term, that 5% s/l defense will get way more mileage than ranged defense specifically for psi. they call the other types of damage exotic for a reason. my DA tanker has @80% resistance to psi, which he almost never makes use of, whereas he makes use of every inch of his S/L def. 90% resistance to S/L is nice, but there is a reason why most good Inv and Stone tanks make the effort to softcap S/L defense as well. The only situation in which ranged defense is going to make you more survivable is against Psi damage, which is a rarity. This means in more, as in a higher number of, situations having that soft capped S/L defense makes you more survivable.
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Quote:Since it seems the thing to do these days...
1. Premise
The three largest problems with the Tanker AT are:
- DPE. Tankers have the lowest DPE of all melee ATs. This makes the levels before Stamina and SOs unpleasant, especially solo.
- Stacking. The unique contribution of a Tanker to most teams is superior enemy aggro and position control. Tankers are so good at this job that a second Tanker is superfluous, and best replaced by a different AT. Certain techniques make a second Tanker useful, but even if the second is, a third will not be.
- Lack of fine-grained aggro control. This is a less frequently encountered problem and deserves some explanation. Occasionally, a Tank will not want to gather aggro. When a Tank is playing alongside another character with superior survivability, occasionally he will not wish to take aggro on an enemy, but just attack it. However, Gauntlet does not turn off, and if the other character cannot gather aggro or the Tank deals too much damage, the Tank will get aggro.
These are the premises on which this suggestion is based. If you don't agree, then of course this suggestion will not fix Tankers for you.
2. Suggestion
Alter Gauntlet to make it function, at the player's discretion, in one of two mutually exclusive ways.
Aggro mode - As current Gauntlet.
Attack mode - Gauntlet generates no additional threat. Instead, for each enemy affected by Gauntlet, the Tanker gains a buff that increases its DPE. This can be an endurance cost reduction or a damage increase. It can be a fast-expiring buff effect (as Defiance) or it can generate points toward a critical mode (as Domination).
3. Benefits
Solo - Tanker switches to Attack Mode and benefits from improved DPE.
Teamed, Main Tank - Tanker switches to Aggro Mode and functions as normal.
Teamed, Off Tank - Tanker switches to Attack Mode and attacks with improved efficiency without interfering with aggro.
4. Issues
Coding - Turning the Gauntlet effect on Tanker attacks into a conditional effect seems likely to be nontrivial.
Complexity - Making Gauntlet into a multifunction power means one more thing players will have to learn about the AT. Forgetting to toggle it to the appropriate setting for the situation might have unpleasant consequences.
Player Behavior - Incentivizing Tanks to abandon their aggro control role for increased damage will probably lead to arguments as to the "proper role" of a tanker on a team - consider the divided opinions on "WP Scrankers" and multiply several times.
The biggest problem with your premise is that no one on the team should have higher survivability than the tank. Period.
The DPE issue, they can fix without messing with gauntlet in such a complicated manner. The problem with multiple tankers isnt aggro control, its that there isnt much reason to have more than one in most situations, and it's getting to the point that often times even one tanker is unnecessary.
There is another thread on fixing gauntlet. These suggestions really wouldn't help the problems with tankers, except the end problem. maybe -
Or maybe instead of just being a troll you could actually give some reasons why they won't.
Some reasons why the will become orphans, the big one being the ability to switch sides. Scrappers are already able to do the tanks job, now think about when brutes can come over to blue side. Better defenses than a scrapper, and hellacious damage to boot. Yeah, I don't see too many people looking to add an AT to their team for a job that can be handled almost as well by another AT that puts out VASTLY more damage.
Quote:That's fine you feel that way, but someone calling for a nerf to scrappers to fix the problem is beyond stupid. If there is a problem with tankers, then fix tankers, don't hurt other ATs(especially if the AT is one of the two most popular in the game).
And did you ever stop to think about why Scrappers are one of the most popular ATs in the game.
Tankers need to be more solidly differentiated from Scrappers and Brutes in order for the AT to really shine again, and to be honest, IN MY OPINION, to thrive in the future.
One way they can do this is removing, or at least amending, the aggro cap for tankers. -
Quote:Umm, they nerfed tanker damage way back @ish 4 or 5, kinda the same time they nerfed scrapper resistance and defense in general.That's because nerfing one AT to make another AT more important is beyond stupid.
it wasnt about making one more important, it was about differentiating the two, obviously they didn't differentiate them enough.
When a scrapper is almost interchangable with a tanker, and with scrappers tanking high end task forces that is exactly the case, there is a problem, especially considering a tanker cannot output anything close to similar damage to a scrapper.
Removing the aggro cap would help in that differentiation. Bigger spawns, more aggro, and maintaining current aoe caps would all be good.
The way things stand now, when Going Rogue goes live, Tankers will become orphans, the reasons why should be obvious. -
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Kitten-Stomper: Level 50 Science Brute
Primary Power Set: Stone Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), P'ngS'Fest-Dmg/Rchg(33), P'ngS'Fest-Dmg/EndRdx(40)
Level 1: High Pain Tolerance -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(37)
Level 2: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Dmg/EndRdx(34), P'ngS'Fest-Dmg/Rchg(34)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/EndRdx/Rchg(5), Numna-Heal/Rchg(37)
Level 6: Mind Over Body -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11)
Level 8: Fault -- FrcFbk-Rechg%(A), Stpfy-Acc/Stun/Rchg(9), Stpfy-Acc/Rchg(9), Stpfy-EndRdx/Stun(15), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
Level 12: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(37)
Level 18: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), P'ngS'Fest-Dmg/EndRdx(23), P'ngS'Fest-Dmg/Rchg(29)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(21), P'Shift-End%(21)
Level 22: Swift -- Empty(A)
Level 24: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(25), Numna-Heal(25), Numna-Heal/Rchg(39), Numna-Heal/EndRdx(40), Numna-Heal/EndRdx/Rchg(40)
Level 26: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(27), P'Shift-End%(27)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), Ksmt-ToHit+(46)
Level 30: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31), Rec'dRet-Pcptn(31)
Level 32: Boxing -- Acc-I(A)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 41: Gloom -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitDeb/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg(42), Dev'n-Dmg/Rchg(43), Dev'n-Dmg/EndRdx(43)
Level 44: Tremor -- FrcFbk-Rechg%(A), Sciroc-Dam%(45), Sciroc-Dmg/Rchg(45), Erad-%Dam(46), Erad-Acc/Rchg(46)
Level 47: Dark Obliteration -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 18.6% Defense(Smashing)
- 18.6% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 10.8% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 1.8% Max End
- 3% Enhancement(Stun)
- 42.5% Enhancement(RechargeTime)
- 9% Enhancement(Accuracy)
- 24% Enhancement(Heal)
- 298 HP (19.9%) HitPoints
- MezResist(Immobilize) 10.5%
- 20% Perception
- 5% (0.08 End/sec) Recovery
- 140% (8.76 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
Set Bonuses:
Kinetic Combat
(Stone Mallet)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Stone Mallet)- 8% (0.5 HP/sec) Regeneration
(High Pain Tolerance)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
(Heavy Mallet)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Heavy Mallet)- 8% (0.5 HP/sec) Regeneration
(Fast Healing)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
(Mind Over Body)- 3% Defense(All)
(Mind Over Body)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Fault)- 2.5% (0.04 End/sec) Recovery
- 28.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
(Combat Jumping)- 10% (0.63 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Indomitable Will)- 10% (0.63 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Rise to the Challenge)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
(Seismic Smash)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Seismic Smash)- 8% (0.5 HP/sec) Regeneration
(Quick Recovery)- 16.9 HP (1.13%) HitPoints
(Health)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
(Stamina)- 16.9 HP (1.13%) HitPoints
(Heightened Senses)- 10% (0.63 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Build Up)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 6% (0.38 HP/sec) Regeneration
- 20% Perception
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 10% (0.63 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Gloom)- 22.5 HP (1.5%) HitPoints
(Gloom)- 12% (0.75 HP/sec) Regeneration
- 33.7 HP (2.25%) HitPoints
- 3% DamageBuff(All)
(Tremor)- 10% (0.63 HP/sec) Regeneration
(Tremor)- 1.8% Max End
(Dark Obliteration)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
Here is what I came up with, it is low on def, has moderate resistance and regens @80hp/sec.
I know what can be done with them as tanks, just want to see if this is on par for brutes, seems a bit squishy to me. -
Mkay, getting back into red side. I have an elec/elec brute, but won't play him much til at least I16.
Am gonna level my up Stone/WP. I have a WP tank, and have never leveled up a stone melee toon much past 15.
Was hoping some folks with experience could post some builds so I can get a feel for what I can expect with reasonable IO slotting.
Haven't really been able to come up witha build I am happy with, but I may be expecting too much as I am looking at this from a tanker perspective. -
I agree with you completely Kruunch. I miss those days of being able to see just how many mobs I can grab and pull at once. By myself.
When playing in groups, and this was back before the aggro cap, it was damn rare for us to pull the whole floor unless the mobs were spread out so unevenly and annoyingly it took longer to just run through. Why is this? In the groups I ran with herding was unnecessary and took longer. But on some missions, it was easier for the tanks, and yes I said tanks, plural, to split and grab up all the mobs. Even better, when I was with a bunch of obnoxious nooblets, I could intentionally kill them off by dumping a ton of mobs on em when they weren't looking.
I didn't herd for the sake of farming back then, I farmed for the sake of herding, because ******* was it fun to pull that whole map and kill them all. It was fun leveling up my inv/fire tank to run around crey's grabbing as many freak as I can, then LoSing them into a corner and bashing their skulls in.
What drew me to this game was a love of comic books, and being able to be a SUPERHERO. The Tankers in comic books didn't fight 17 mobs, some fought hundreds at a time.
The most fun I have had grinding recently, 53 boss farm, team of 8, my WP tanker is herding groups to the rest of the team while they are killing them. I was pulling as many as I could get to follow, dumping them on the group whether they were ready or not. It was intense. People died, people pushed themselves harder than they were used to. At the end of the mission, when most people dipped, everyone asked if I was staying because that was more fun than they had had in ages.
But at the end of the day, Kruunch is right, there are scrappers out there that pretty much make tanks unnecessary for anything BUT farming. Personally, I think they should hardcap scrapper defense and lower their resistances caps, but somehow, I don't think that would go over too well.
A total lift on the aggro cap may not be the fix, but damn, at the very least double it. It would far from ruin the game. And as far as herding goes, people never stopped herding. They just stopped herding as much. -
you do realize that most damage in the game has a S/L component to it. That being said, instead of having partial def to all, why not have solid def to the most prevalent form of damage in the game. When you roll against incoming damage, you roll your highest form of defense against that damage. take for instance, cold damage. Most cold damage has a lethal component. if you have say 35% cold def and 45% s/l defense, guess which of those numbers gets used to see if you actually get hit. I will give you a hint, it isn't the cold defense.
yes, you have capped resistance, but what is better, taking 10% of the s/l and however much of the rest, OR not taking any damage at all. -
Well, you can probably ease up n the defense a bit, especially for farming. 45% is softcapped, and you are at 52%, would be even higher while farming.
Here is what I plan on doing with mine, eventually, at least a preliminary build of it.
Don't play him much anymore, so who knows.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability- (A) Reactive Armor - Resistance
- (3) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Endurance/Recharge
- (11) Reactive Armor - Endurance
- (11) Steadfast Protection - Resistance/+Def 3%
- (A) Kinetic Combat - Accuracy/Damage
- (37) Kinetic Combat - Damage/Endurance
- (37) Kinetic Combat - Damage/Recharge
- (37) Kinetic Combat - Damage/Endurance/Recharge
- (A) Doctored Wounds - Recharge
- (5) Doctored Wounds - Heal
- (5) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Heal/Endurance/Recharge
- (13) Doctored Wounds - Heal/Recharge
- (A) Obliteration - Chance for Smashing Damage
- (15) Obliteration - Accuracy/Damage/Endurance/Recharge
- (15) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Defense
- (7) Luck of the Gambler - Recharge Speed
- (A) Reactive Armor - Endurance
- (9) Reactive Armor - Resistance
- (9) Reactive Armor - Resistance/Endurance
- (13) Reactive Armor - Resistance/Endurance/Recharge
- (A) Run Speed IO
- (A) Kinetic Combat - Accuracy/Damage
- (40) Kinetic Combat - Damage/Endurance
- (40) Kinetic Combat - Damage/Recharge
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (17) Miracle - +Recovery
- (17) Numina's Convalescence - Heal
- (25) Numina's Convalescence - Heal/Endurance
- (27) Numina's Convalescence - Heal/Recharge
- (A) HamiO:Cytoskeleton Exposure
- (19) HamiO:Cytoskeleton Exposure
- (19) HamiO:Cytoskeleton Exposure
- (46) Luck of the Gambler - Recharge Speed
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Endurance Modification IO
- (A) Reactive Armor - Resistance
- (23) Reactive Armor - Resistance/Endurance
- (23) Reactive Armor - Resistance/Endurance/Recharge
- (27) Reactive Armor - Resistance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (A) Obliteration - Accuracy/Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Endurance/Recharge
- (31) Obliteration - Chance for Smashing Damage
- (33) Obliteration - Damage
- (33) Obliteration - Damage/Recharge
- (A) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Resistance/Endurance
- (46) Reactive Armor - Resistance/Endurance/Recharge
- (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (33) Adjusted Targeting - To Hit Buff/Recharge
- (34) Adjusted Targeting - Endurance/Recharge
- (34) Adjusted Targeting - To Hit Buff/Endurance
- (34) Adjusted Targeting - Recharge
- (A) Mocking Beratement - Recharge
- (42) Mocking Beratement - Taunt/Range
- (42) Mocking Beratement - Taunt/Recharge
- (43) Mocking Beratement - Taunt
- (45) Mocking Beratement - Taunt/Recharge/Range
- (46) Mocking Beratement - Accuracy/Recharge
- (A) Mako's Bite - Chance of Damage(Lethal)
- (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (39) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Damage/Recharge
- (43) Touch of Death - Chance of Damage(Negative)
- (A) Decimation - Chance of Build Up
- (42) Decimation - Damage/Endurance
- (43) Decimation - Damage/Recharge
- (45) Decimation - Accuracy/Damage/Recharge
- (45) Decimation - Accuracy/Endurance/Recharge
- (A) Undermined Defenses - Defense Debuff/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Range
- (50) Positron's Blast - Damage/Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 19.9% Defense(Smashing)
- 19.9% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 14.3% Defense(Melee)
- 5.5% Defense(Ranged)
- 4.56% Defense(AoE)
- 4.05% Max End
- 36% Enhancement(Accuracy)
- 70% Enhancement(RechargeTime)
- 10% Enhancement(Heal)
- 5% FlySpeed
- 140.6 HP (7.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 16%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 2.5% (0.04 End/sec) Recovery
- 42% (3.29 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 5% RunSpeed
Set Bonuses:
Reactive Armor
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Temp Invulnerability)- 3% Defense(All)
(Scorch)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Dull Pain)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Combustion)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Combat Jumping)- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Unyielding)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Boxing)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Health)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
(Invincibility)- 7.5% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Tough Hide)- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Fire Sword Circle)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Resist Physical Damage)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Build Up)- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Taunt)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Incinerate)- MezResist(Immobilize) 3.3%
- 28.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
(Ring of Fire)- MezResist(Immobilize) 2.75%
- 21.1 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Fire Ball)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
-
yeah, is the reason I left tough and weave out of that alternative build. I am seriously thinking of going with it on my Ice/Ice, will be nice to not have fighting pool for once.