GreenGunNewb

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  1. Aett, there have been a few new suggestions and a proposed revision of the battle mastery concept. Can you please update the list on the first page to reflect the new ideas?
  2. It's good. There are endurance issues but you're paying a premium for aoe's. ELA/TW is probably the best way to go. Defensive sweep helps make approaching the soft cap on a resistance set far easier and as the opening attack, bruising will forever be in your attack chain.
  3. OK. This is my first post. Please be kind.

    I have two ideas for "tank mods"

    1) change gauntlet to a toggle that makes all tanker attacks deal 7-15% of the damage generated by any given attack to the targets that would normally be taunted by gauntlet. Better agg control in teams and better soloing capabilities.

    2) Reduce tank max HP say 10%, remove gauntlet and bruise and introduce two toggles that play on these removals.
    a) Tank-go back to current tanker hp have gauntlet back and deal 5% less damage in exchange for a 5% bonus do defense and resistance. This is not a fair trade, tanks do benifit from this more than they suffer from losing 5% damage.
    b) Powerhouse- all attacks apply a non enhancable 15% resistance debuff, further lower Tank resistance and possibly defense by 10%( possibly include a reduction in the resistance cap) . Still tougher than the rest but no where near the damage output. This will make it HARDER for a tank to "do their job" but make a second tank in a party act as a force multiplier instead of another meat shield and make soloing less painful.

    I will admit I pulled these numbers out of thin air based on what sounded "right" from my game experience. A Mids analysis would probably tweak these but here's my two cents. Now the experienced peeps can jump in and voice their opinions.