Battle Mech

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  1. Quote:
    Originally Posted by New Dawn View Post
    Without stealth your 1 luck away from soft cap. With stealth you'd need a luck to softcap on your own. Why have stealth on a tank? Not many reasons.
    As I said above, my current build does not have stealth. Stealth is really only for the +DEF and another spot to stick a LotG.
    Quote:
    End rec 2.83, end drain 2.78 with stealth on, 2.01 with stealth and foc acc off, chance for +end roughly means your end rec is 3.23. Then with cardiac your making things better 3.23-1.48=1.75 which to me is not enough. Consume every 2 mins, ouch doesnt appear to be too end friendly.
    My current build has 1.02 end/sec gain. Consume at 81.76s recharge, and I almost never have endurance issues. I hardly ever even use conserve power, so it would really not be missed. The new build I'm working on has 1.09/s and 118s on consume, so that is something I do need to look at.
    Quote:
    Spring attack, if you are going to take a sub par pool power, find slots for it or atleast take conserve energy.
    Spring Attack is just for filler... really didn't have much to put there, so I figured an attack that let me jump into the middle of the spawn would be nice. I really don't need it as an attack per se. I have 3 AOE/3 ST attack chains already that work great. I've been continuing to tinker with the build and did dump spring attack for conserve power. mostly for the times when I need endurance, but misfire consume.
    Quote:
    It's up to you but to me I'd be wheezing with this build I think and when survival relies on offense you need to attack.
    Again even with the pathetic End gain this build has, I've surprisingly almost never had end issues on it. by the time my End starts to take a hit Consume is up and ready to go.
    Quote:
    Conserve power would be nice, haste would be nice, concealment would go, 32.5% def would be good enough as its 1 luck still from softcap. Spring attack, if concept requires it, slot it. I'd rather have a 13.5s ish healing flames or stamina with end mods than some of that stuff in health too.
    Conserve: check. Haste and conealment: Stealth and invis are mostly for the lotg's and +def from stealth. my healing flames are 16s on the build I'm still tinkering with.
  2. Quote:
    Originally Posted by kangaroo120y View Post
    At 40% to melee and ranged, you should be fine on a fire tanker, don't forget all that resistance and the self heal. I have an experimental build on Exhalted which only has 35% to Smashing/Lethal Negative and Energy and although I was skeptical at first, I have found it to be amazingly tough. I am planning on switching out the Cardiac and going with Agility. Although I like the extra resistance I get from Cardiac, i'll get a touch more defense and lots of recharge with Agility.
    I've been playing with Agility as well, I don't have it up to T4 yet, but I plan to keep that and cardiac and play with each to see how she does. My main goal with the new build is to see if I can increase her survivability a bit. Right now I'm forced to keep a tray of purples and I don't like it.

    The build I'm using right now has [M: 29.6%] [R: 28.3%] [A: 29.6%] for positional DEF, though cold and fire are both 31.4%.
    Resistances are [76.4% S/L] [90% fire] [50% energy] and the rest are laughable.

    For endurance she has 1.23/s gain with all toggles running (including sprint which I sometimes shut off for missions) Endurance could be better, but surprisingly is not really a problem unless exemped down.

    For the people complaining about stealth. I'm aware of the suppression from 7% down to 3.5% in combat, and have mids set accordingly. I don't have it on my current build. I was playing around with it in the new build to try to boost DEF where possible.

    That is my biggest concern with the new build: Survivability. Damage is already very good on my current build and this new one has even more damage, so that is not a concern.
  3. I'm not really concerned with the endurance on this build. It looks like plenty to me. I have a fire tank with way less endurance gain per sec (along the lines of under 1/s with all the toggles running), though she does have consume to help with that, the fire AOE attacks still eat endurance like crazy but she never has any endurance issues unless exemped down.

    As I've said though, I've never taken a WP or SS up to a high level before, so I don't know how much End they use or need.

    I don't mind popping a blue every now and then under heavy play. I just got sick and tired of HAVING to have a tray full of purples at all times to survive on the fire tank. When the purples run out you really feel it, but if blues run out I can always just slow down a little. When you run out of purples you faceplant, but when low on end you just slow down on damage, but at least you live.
  4. Quote:
    Originally Posted by New Dawn View Post
    Anyway, not quite as much regen as some people but its enough to hami tank nice (that is iirc) plus not giving up too much in other areas cos G knows you can add alot of +regen but lose so much elsewhere.
    I almost fell out of my chair when I saw your build had everything the other one did, but capped S/L resistance too! I couldn't figure out how you pulled it off at first, then I saw that you had SoW toggled on

    They look extremely similar. Yours seems to give up about 7 HP/sec to go over the softcaps on DEF a little. I think I'll stick with the higher regen as there is no point going over by so little. Anything with -DEF debuff is going to do more than we can get as a buffer on a WP.

    Speaking of which, how good is the 21.6% Defense Debuff resistance that WP has? anyone know?
  5. I like Vitality's build quite a bit. The only thing I see it losing is the (almost) capped psionics.

    Accuracy is not a problem. The above posted build should be well over the accuracy cap on +4's. (turn on perma-rage and Focused accuracy to have 153.7% Acc against +4 enemies on the lowest acc attacks) (also set base tohit to 39 in options to see Acc vs +4s and remember that 95% is the cap)

    I made a few tweaks to Vitality's build:

    -Added the left over slot to taunt for the 7.5% recharge bonus.
    -Swapped the Gaussian set from Rage to FA so that the Chance for Build-up IO is in a toggle.
    -Swapped the Rectified Reticule tohit/recharge IO to rage and added 2 recharge IOs for perma-rage.

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  6. Been thinking about rolling a WP/SS tank. I've never leveled either set to 50 so wanted to have any experts familiar with the sets to look it over for any gotchas I might miss.

    *Note: Turn on accolades and incarnates with Spiritual Core Paragon+Reactive Radial Flawless (though that one might change after I look over the new incarnates or depending on what I'm fighting)

    Good Stuff:
    -All DEF types capped. (Psionic is off by .06% but if you really want it and have inf to burn then take 2 slots off Tough and change the armor to a 2 billion inf glad +3%)

    -108.8 HP/sec Regen with only 1 enemy in range. 175.3 HP/sec with 10 enemies in range.

    -Perma-rage

    -Resurgence can be replaced with taunt depending on preference.

    -69.8 S/L Resistance for an extra layer.

    -1.65 End gain per sec

    Hero Plan by Mids' Hero Designer 1.952

    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(5), ResDam-I(5), ResDam-I(34)
    Level 1: Jab -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33)
    Level 2: Mind Over Body -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9)
    Level 4: Fast Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-EndRdx/Rchg(15)
    Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
    Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(21)
    Level 10: Haymaker -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(23), P'Shift-End%(36)
    Level 14: Boxing -- P'ngS'Fest-Acc/Dmg(A)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(23), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/Rchg(43)
    Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), DefBuff-I(50)
    Level 20: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), DefBuff-I(43)
    Level 22: Knockout Blow -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 24: Combat Jumping -- DefBuff-I(A), DefBuff-I(34)
    Level 26: Super Jump -- Jump-I(A)
    Level 28: Resurgence -- RechRdx-I(A)
    Level 30: Rage -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(37)
    Level 32: Strength of Will -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/Rchg(36)
    Level 35: Hurl -- Mocking-Taunt(A), Mocking-Rchg(36), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(37)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit(45), GSFC-ToHit/Rchg(45), GSFC-ToHit/EndRdx(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
    Level 47: Physical Perfection -- P'Shift-End%(A), Numna-Heal(48), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48)
    Level 49: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    Level 50: Reactive Radial Flawless Interface
    Level 50: Ion Radial Final Judgement
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Panac-Heal/+End(A), RgnTis-Regen+(3), Numna-Regen/Rcvry+(27), Numna-Heal(29), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(29)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



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  7. I would like some advice on my fire tank. I'm building this with positional defense in mind.

    Using Cardiac: Melee: 40.1 Range: 35.1 AOE: 36.0
    Using Agility: Melee: 42.2 Range: 37.2 AOE: 38.1

    I'll be dropping Fiery Embrace and Buildup from my current build and using the +20% chance for buildup in focused accuracy instead. Reason being that I usually tend to forget to use them anyhow :p

    Any advice on how to get more defense/un-squishyness in this build? Or any other advice?


    Hero Plan by Mids' Hero Designer 1.952

    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Seraphlame: Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx/Rchg(3), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-ResDam(5), TtmC'tng-EndRdx(7)
    Level 1: Scorch -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg(27), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31)
    Level 2: Healing Flames -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(11), Mrcl-Heal/Rchg(13), Mrcl-Heal(33), Mrcl-Heal/EndRdx/Rchg(34)
    Level 4: Blazing Aura -- Sciroc-Dam%(A), Sciroc-Dmg/Rchg(7), Sciroc-Dmg/EndRdx(15), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg(19)
    Level 6: Super Jump -- Zephyr-ResKB(A)
    Level 8: Combustion -- Oblit-Dmg/Rchg(A), Oblit-%Dam(9), Oblit-Acc/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg(21)
    Level 10: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(21), LkGmblr-Def/EndRdx(37)
    Level 12: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(31), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(50)
    Level 14: Boxing -- S'ngH'mkr-Dmg/Rchg(A)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(34)
    Level 20: Taunt -- Mocking-Rchg(A)
    Level 22: Burn -- Oblit-Acc/Rchg(A), Oblit-Dmg(23), Oblit-%Dam(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(34)
    Level 24: Consume -- Efficacy-EndMod/Acc(A)
    Level 26: Spring Attack -- HO:Nucle(A)
    Level 28: Fire Sword Circle -- Oblit-Dmg/Rchg(A), Oblit-Dmg(39), Oblit-%Dam(39), Oblit-Acc/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
    Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
    Level 32: Rise of the Phoenix -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(37), RzDz-Acc/EndRdx(45), RzDz-Stun/Rng(45), RzDz-Acc/Stun/Rchg(45), RzDz-Immob%(46)
    Level 35: Incinerate -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(36), Mako-Dam%(36), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(39)
    Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dam%(46), Mako-Dmg/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dmg/EndRdx(48), Mako-Acc/EndRdx/Rchg(48)
    Level 41: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/Rchg(43), GSFC-ToHit(43)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 0: Freedom Phalanx Reserve
    Level 50: Pyronic Judgement
    Level 50: Reactive Core Interface
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- F'dSmite-Acc/Dmg(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13), Panac-Heal/+End(15), RgnTis-Regen+(33)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 17.5% DamageBuff(Smashing)
    • 17.5% DamageBuff(Lethal)
    • 17.5% DamageBuff(Fire)
    • 17.5% DamageBuff(Cold)
    • 17.5% DamageBuff(Energy)
    • 17.5% DamageBuff(Negative)
    • 17.5% DamageBuff(Toxic)
    • 17.5% DamageBuff(Psionic)
    • 12.38% Defense(Smashing)
    • 12.38% Defense(Lethal)
    • 12.69% Defense(Fire)
    • 12.69% Defense(Cold)
    • 9.88% Defense(Energy)
    • 9.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 21.75% Defense(Melee)
    • 16.75% Defense(Ranged)
    • 17.69% Defense(AoE)
    • 5% Enhancement(Heal)
    • 36% Enhancement(Accuracy)
    • 52.5% Enhancement(RechargeTime)
    • 2% Enhancement(Stun)
    • 5% FlySpeed
    • 253 HP (13.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 12.65%
    • MezResist(Immobilize) 9.9%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 8.8%
    • 7% (0.12 End/sec) Recovery
    • 50% (3.9 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 10% RunSpeed
    • 2.5% XPDebtProtection




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  8. oops noticed a couple errors. Fixed.
  9. So, here is the build I've been looking at going with on my bots/traps MM. Any advice to make it better would be appreciated.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Presence
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Battle Drones -- ExStrk-Dam%(A), EdctM'r-PetDef(3), SvgnRt-PetResDam(3), HO:Nucle(5), HO:Nucle(5), HO:Nucle(7)
    Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(11)
    Level 2: Caltrops -- JavVoll-Dam%(A), ImpSwft-Dam%(13), Ragnrk-Knock%(13), Posi-Dam%(15), Posi-Acc/Dmg(17)
    Level 4: Triage Beacon -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(17), H'zdH-Heal/Rchg(19), H'zdH-Heal/EndRdx/Rchg(19)
    Level 6: Equip Robot -- RechRdx-I(A)
    Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), GftotA-Def(15), GftotA-Def/EndRdx(39)
    Level 10: Acid Mortar -- Achilles-ResDeb%(A), HO:Lyso(21), HO:Lyso(21)
    Level 12: Protector Bots -- ExStrk-Dam%(A), EndRdx-I(23), DefBuff-I(23), HO:Nucle(25), HO:Nucle(25), HO:Nucle(27)
    Level 14: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(37), DefBuff-I(46)
    Level 16: Force Field Generator -- LkGmblr-Rchg+(A), DefBuff-I(36), DefBuff-I(37)
    Level 18: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(31), Zephyr-Travel/EndRdx(50)
    Level 20: Poison Trap -- Lock-%Hold(A), UbrkCons-EndRdx/Hold(34), UbrkCons-Hold(34), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36)
    Level 22: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Def(48), GftotA-Def/EndRdx(48)
    Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 26: Assault Bot -- S'bndAl-Build%(A), ExStrk-Dam%(27), HO:Nucle(29), HO:Nucle(29), HO:Nucle(31)
    Level 28: Seeker Drones -- HO:Lyso(A), HO:Lyso(50), HO:Lyso(50)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Upgrade Robot -- RechRdx-I(A)
    Level 35: Trip Mine -- Erad-%Dam(A), Sciroc-Dam%(39), Oblit-%Dam(40), Armgdn-Dam%(40), ExStrk-Dam%(40)
    Level 38: Charged Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam(45)
    Level 41: Electrifying Fences -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(46), GravAnch-Acc/Rchg(46), GravAnch-Immob/EndRdx(48)
    Level 44: Provoke -- Taunt-I(A)
    Level 47: Repair -- RechRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33)
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



    Code:
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  10. As a returning player from 2004 I don't remember this being such an issue the last time that I played. Mobs and other players are able to shove my characters around very badly.

    As a fire tank this is not a good thing. Just as I hit the button to lay down a burn patch a scrapper charging in to melee the crowd of mobs can shove my character completely out of the crowd, for example. Then I execute the Burn about 5 or 10 feet to the side of the crowd.

    My shade trying to go through sewer map doors can get shoved into the ceiling or off to the side by the rest of the team also rushing through the door from behind.

    When mobs close in around my tank I sometimes get spit out the side of the crowd into a wall on the other side of the room, etc.

    Note that I am NOT talking about any type of status effects such as knockback. This is all normal movement physics.

    I've tried a few times to see if my character can push others around, but it is like walking into a brick wall, so I don't know how they are pushing my character around like this. Very annoying and it is making tanking a PITA.
  11. Please make an option to have a very highly visible mouse cursor. I'm constantly losing where my mouse cursor is during busy battles. Maybe a large flashy/swirly ring around it or something?