Dharq

Apprentice
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  1. My only concern with the burn changes is that my fiery aura doesn't feel very offensive anymore. Burn's just one of those powers that I really don't think is needed at all now in a fire/* build. IMO, it's one of (or arguably -the-) weakest lv18 power in the game now, and that's just a shame.

    Now, I agree something needed to be done with it, but why not do something that would allow fire/* tanks to retain their slight offensive advantage in their primary set over the other tanker ATs?

    I think the easiest solution to the burn issue is to make it a toggle. Change the endurance costs and damage of it to make it slightly more expensive in terms of END than blazing aura, but make it do slightly more dmg (make it just below the moderate boundary perhaps). Add in a secondary effect of +RES (imm) just like it has now, and add in an effect similar to invincibility. Allow burn to scale the DMG and ACC for all of the fire tank's attacks depending on the number of foes attacking the fire/* tank from melee.

    By doing this, fire/* tanks would not have their primary defense against Imm attacks coming at the expense of lost aggro. The fire/* tanks wouldn't be forced to take combat jumping in order to have a reliable defense against immobilization. Furthermore, fire/* tanks would have lower dmg from burn itself with the power being a toggle, but would gain an improvement to their overall ACC and DMG for each enemy in the mob they're fighting--reinforcing the idea that they really are meant to jump into the big mobs and retain the aggro for the group. All of this would come at a significant cost in terms of endurance when compared to the Invincibility power (which is the most similar to this in terms of function).

    With the new caps on NPCs affected by powers, herding won't be an issue with the power, and since it wouldn't affect defense at all and caps out at 14 enemies, the fire/* tanks really wouldn't want to gain too much aggro anyway...

    Main point would be they still wouldn't be as survivable in a mob situation as an invuln tanker, but they would retain their advantage as the most offensive tanker set.