Aramath

Citizen
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  1. I played from release till just after the kheldians were added, forget what issue that was. If I recall correctly, back then, it was advisable for a tank to go over the cap on their defenses, if possible, so that if they got debuffed they were still at cap value. Are they still calculating debuffs from the true value or do the debuffs start calculating from the cap value irregardless of what the true value is?
  2. Aramath

    Fire/Ice tanker?

    I see all these guides, but the only fire/ice link is no longer on the forum. fire/ice is awesome. Drop an ice puddle to keep them off you while you burn them down. Taunt keeps the ones that make their saving throws and don't fall down from running away. Toss in 1 or 2 ice attacks, like ice sword and ice touch for damage on the LTs and higher mobs and you are set to go. Lure a group, and I mean a group, 10 to 20 minions, around a corner, drop ice patch, as they come in, taunt and watch them start slipping around. Toss out burn and get the upper class minions targetted to start throwing out attacks on them while the weakings burn to death. Rinse and repeat.
  3. Just my observations. Ever run into a Storm guy from the Patheon? Their Lightning Storm has a very annoying effect. It drains a lot of end with each hit. Since you are a controller, and a mob without end can't attack, he is therefore controlled. Also, since mob pooling has become faux paux, hurricane has become a little more useful. Gale to push the mobs into some convenient corner, then hurricane to keep them bunched up while you aoe crush and aoe grav and aoe lightning storm and aoe rain, etc etc I think we get the point.