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Posts
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Joined
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Put a few more levels on my KM character, got Concentrated Strike and slotted it. Wow. Very nice.
The animation is...well, lets just say I'm not 100% sure I like it.
But the damage is considerable. I often one shot even lt's with it when my damage bonus is high enough.
Good times! -
Not really ideal, but you could get into the Presence Pool for your taunt.
But, yeah, the lack of a taunt aura is less than ideal for PBAoE based characters. I feel your pain. -
Burst will help your survivability quite a bit as it both knocks down multiple foes and also slaps a double sized damage debuff on them (compared to the other KM attacks). The animation isnt _that_ long, though you'll want to not throw it towards the end of a fight as a finisher with teams as your mates will often have wiped the bad guys out by the time your damage procs. When solo its a great finisher however. So, as everything else, situational considerations apply.
I'm still toying with Focused Burst (the ranged attack), but thus far I like it. It's a little awkward to work into an attack chain at first, but now that I'm getting used to it, it is working out for me and I'm finding uses for it. It's really great for runners and fliers...but if you have the veteran ranged attacks then not as much.
Repulsing Torrent is the only lame duck in the set in my opinion...what kind of a melee character really wants a cone knockback? -
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Quote:Yes, RAGE does make everything in SS better than it looks on paper.You also have to consider that Foot Stomp has a wider radius, it will be paired with Rage, and you can slot the FF+rech proc in addition to the knockdown.
As far as ST damage goes, Fire wins.
Personally, I have a SS Tanker and both a Fire Melee Scrapper and Brute. I like both SS and Fire about equally well, but allowing for AT differences in my head I'm pretty sure that Fire Melee overall has an edge. My SS character is awesome, but even accounting for base damage differences he's not as flat out mean as the Fire Melee characters.
I suppose I could make a SS/Fire Brute and do a real side by side comparison w/ my Fire/Fire Brute to rule out AT differences, but my gut feeling is that Fire Melee is slightly better. -
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Quote:Well...in sheer numbers, Fire Sword Circle does more damage than Footstomp and is available much sooner (mid 20's). Footstomp does KB.I wanted fire originally but I was't sure how the AoEs stack up to Foot Stomp (everyone says it's that awesome). I like the idea of going fire/fire since my favorite brute I ever played was stone/stone.
Fire really does well against SS in terms of ST and AoE damage output?
They pair up pretty much the same for END cost, recharge, animation time, and so forth.
So...youll have to decide for yourself whether an attack you get sooner that does more damage is better than an attack you get later that does more mitigation. -
Your preferences weigh most heavily, but for me I'd take War Mace over Axe and Superstrength over either and Fire over all the above unless it was out-of-concept for the character.
Axe hits hard and its animations are generally pretty quick, but its an END hog and a one-trick pony. War Mace hits almost as hard and has more tricks up its sleeve. War Mace also has more weapon options in the character creator, giving a wider range of look and feels.
Superstrength is awesome and hits hard...once you get Rage and slot it up. Superstrength has good mitigation options with lots of knocks - up down and back as you like. Superstrength does not have a real AoE until Foot Stomp, which is the t9.
Fire does lots of damage, both ST and AoE, and is very aggressive. It lacks utility but you put things down so fast who cares. It's animations are eclectic and not necessarily friendly to all character concepts (If I wanted a sword I'd take a sword set! Can't I have an animation that looks like something else?). But pound for pound, quality of life and ease of play, Fire has a lot going for it. -
As an aside, Hover provides pretty effective pseudo-KB protection. You flip end over end, but don't go anywhere.
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Quote:"unless I use my clickies" being the key thing there.I found that this is not my experience at all.
My /regen has literally stood in the middle of a pack of I think 8, 9 or 10 crey tanks while I went and made a cup of tea. I came back many minutes later and killed them all. On the other hand, one Freak Tank boss can drop me in two or three hits unless I use my clickies. The Crey Power Tanks can too if I'm not careful, but not as reliably as the freaks.
Against nemesis it is very mixed, the dot damage that dragoons apply is very easy to ignore as it comes in many ticks of 4. The jaegers do big hits in melee, and their dots are a few ticks of 10 - 14. So just a few Jaeggers can drop me, but I can ignore up to about 12 dragoons.
I only have 18% S/L defense, but I do sit on 114 hp/sec with IH, 46 hp/sec base, and 59 hp/sec with dull pain up.
So I often ignore minions and only focus on the hard targets.
I'm saying that the nature of Regen is that you have tools to scale upwards to offset harder hitting opponents (i.e. your clickies), while WP auto-scales outwards to offset weaker hitting opponents as its +regen scales to the number of foes in RttC's aura - but it has no way to scale upwards for opponents that hit harder than usual.
Put a different way, the number of hp you regain per second equates to the amount of incoming damage you effectively ignore per second unless it takes you below 0. Regen has a baseline but provides tools to actively spike the number when necessary. WP automatically load-balances itself with RttC but has no ability to actively spike itself. So, vs minions / weaker hitting opponents against which the auto-escalation of WP covers the additional incoming damage WP just hums along; for Regen anything over capacity requires the player to push a button to react to it...but it gives you those buttons so that you can click them pretty reliably. Thus WP is more reliable and Regen more erratic, but Regen's peak is higher than WP's peak.
IMO, YMMV, etc -
Quote:I think single target sets pair better with avoidance and mitigation sets. Once you can ignore mobs you can go thru targets one by one at your leisure. With a solid SR or Invul build for instance only bosses and up really matter; minions and lt's are mostly ignorable.Yeah I hear you. Regen is a fun secondary, but it's definitely a secondary that doesn't mesh with as many primarys as nicely.. That's the big issue.
I don't have a ton of experience with MA (especially since the patch), but my MA seems to get his rear handed to him fairly frequently with /wp. So perhaps MA doesn't mesh with the +regen type sets as well?
If you are trying to soak damage with a heal based set you are always going to take most of the damage up front and be in a race to take out incoming damage dealers faster than they can whittle down your hit points. Your best bet is an alpha strike that can eliminate damage dealers faster, which AoE sets excel at.
WP compensates for this with RttC; the more foes the more you soak (ie the boosted HP per second equates to damage-wipe; if you heal 75 hp and take 75 hp its like it didn't happen -- unless it happened to be your last 75 hp of course). Regen scales upward, not outward so it does better soaking larger single increments of damage from a hard target than WP.
But...looking at the usage, Claws/Regen is a popular combo (more because of a certain published comics character than anything substantive in my opinion), so if it works there it should work for MA. On the other hand Claws has lower up front numbers but better DPS and DME than MA across the board. For its part, MA has lots of secondary effects while only slash (def debuff) in Claws and a couple of knockbacks has secondary effects. So that might play a part - you will be inconveniencing targets with MA but taking targets down faster w/ Claws and thus preventing them from inflicting hp harm upon you. -
Not really; they work best in AoE effects that don't normally do damage so that any damage at all is a net gain.
A possible exception is AoEs that do low DoT damage, as Damage Enhancements have little effect on very low numbers. For instance I slotted a damage proc in Tenebrous Tentacles on a Dark/Dark/Dark Defender and I feel that the trade off is worth it. However, I only did it initially as I was going for an IO Set bonus, not as an end unto itself. -
It's an open question. Subjectively people have their preferences, Objectively the hard numbers will bear out over time.
As Brutes just got tweaked a bit a couple of weeks ago (supposedly to bring them inline to be between Scrappers and Tankers), it's hard to say exactly as the basis of past experience is based on a different power scale.
Personally, having a lot of Scrapper experience and a fair amount of Brute experience, in the past I would have said Brutes are more powerful pound for pound and on average / in general.
Now, I'll have to wait and see but having leveled a couple of Brutes from 1 to 21 (Fire/Fire) and 1 to 28 (KM/EA) in the last two weeks I'm still feeling that Brutes have a bit of an edge on Scrappers. Even if you discount the higher mitigation cap (which I don't benefit from anyway with the particular powersets I've chosen, so its largely a moot point), the extra hitpoints is an edge. The lower base damage is also easily circumvented as its easy to get up to and maintain 80-120% Fury.
However, with the Brutes you have to keep attacking to stay ahead of the power curve. If you can't do that either due to in-game concerns (insufficient END management, overly squishy) or external concerns (distractions, kids, needy pet, nagging gf) then you will be constantly trying to build your Fury back up from 0%, and an equivalent Scrapper would perform better.
Similarly when teamed, on a speed-team Brutes rock. On teams that stop and go the Scrapper is better off. If you are in a SG or team with the same people a lot this should weigh into your decision making process.
All that aside, I still feel that Scrappers have the edge when going up against purples / hard targets particularly in one on one fights as their flat higher damage and crits are more stable than Fury and also people tend to burn inspirs more freely vs such opponents and Scrappers higher base allows them to get more usage out of red inspirs, but again that's just my opinion and I have no real numbers to back it up.
Right now, there seems to be an influx of Brutes on blue side for obvious reasons. So I'm sure that over the next couple / few months there will be enough side by side comparisons to help people get a feel as to how Brutes and Scrappers really perform relative to each other. So...really...just stay tuned as this Coke vs Pepsi affair plays out. -
Unless I'm missing something, you don't need Power Siphon to get the damage DEBUFF on targets; Power Siphon allows you to ALSO accrue a stacking damage BUFF to yourself.
PS allows you to build up a very sizable buff on yourself at the end of your chain and is thus back-loaded, as opposed to Build Up which is front-loaded. Due to the stair-stepped progression of PS its harder to fully calculate the total effect, but its not a trivial over all damage boost.
With BU you generally want to hit with your highest base damage attacks up front (though timing animations to squeeze the most benefit out of the buff's time window can affect that decision) to reap maximum benefit. With PS you want to chain your fastest, smallest attacks first to build up a bigger buff and then hit with your heaviest attack at or near peak boost. The overlapping time windows of the stacked mini-buffs both gives you a little wiggle room and also puts pressure on you to build up the biggest possible boost without animating yourself off the summit as the mini-boosts decay.
I've played a KM/ Brute up to 28 this past couple of weeks and I'm overall pretty happy with the set, but don't use PS as often as I should as I prefer to keep it up for Bosses and bigger spawns and I don't have enough recharge yet to feel comfortable popping it unnecessarily. However, it definitely makes a big difference. My usual strategy using it is to concentrate on the toughest target, click PS as I leap in to defer some of the animation time, smack the hard target with the first three attack powers and then hit BURST at near-peak boost, then cycle back down the cooled off attack powers as the PS boost wears off. With good timing you can sustain the boost very well and milk it for respectable numbers. Note however that, unless I am mistaken, Burst only counts as 1 hit for purposes of PS, not one per target hit.
The damage mitigation aspect of the damage debuff is harder to measure and I haven't attempted to run any numbers on it, but I can say via empirical evidence that Burst does have a very real and important impact on overall survivability. Part of it is obviously due to its AoE Knockdown, but the larger damage debuff it imparts en masse is probably also part of the equation.
Overall, similar to DB, KM works best with high Accuracy and Recharge. With PS going missing with an attack doesn't just affect that attack, it affects your overall damage boost which detracts from the next one or two hits as well; it also doesn't impart its share of damage debuff to the target which has a mild effect on your survivability. Recharge, for obvious reasons, is important to help keep PS available. Note that for Scrappers, the crit special might make that not an issue (I haven't tried KM on a scrapper yet, so can't speak to this).
If you are building into a high Recharge build anyway, then KM will synergize better with defense sets with lots of clickies better than defense sets with lots of toggles. -
I have nothing to add, but wanted to say that this thread thus far is unusually helpful due to those who have posted hard numbers (particularly Umbral) and solid advice (various others). Good info, thanks!
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I think that particular combo works better on a scrapper also.
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All the secondaries work pretty well w/ KM on paper. It's a flexible set.
Try narrowing it down to the 2 or 3 sets you're most interested in and make a character for every combo. Power level them up to level 6 or 8 and pick the one you like best. -
Yes, but there's little practical benefit to it other than ensuring you have no gaps in your status effect protection.
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Quote:There's some truth to it, but SR still has a few advantages in that area.And yet there was a recent thread in this forum subsection where posters were complaining that the ability of other sets to Softcap with IOs (most notably /Shield) steals much of /SR's thunder.
Firstly, SR's DDR is huge. You have high DEF under ideal situtations, and you mostly keep it even against debuffers.
Secondly, its relatively easy to softcap with SR without skewing your build unduly.
Thirdly, though they are often overlooked and go unremarked upon the scaling resists in the Autos do make you more survivable if the RNG puts some hate on you, which is a bit of a safety net. Granted, hybrid sets that have both DEF and RES have that same safety net all the time.
Quickness isn't omg amazing, but it is nice. A couple of other sets get the equivalent now, but its still a nice perk.
Practiced Brawler is either like or dislike based on preference, but it does offer very good status protection for an upfront flat END cost rather than a constant slow leeching toggle. Granted it used to be better when toggle drops were more common, but it's solid.
Until you hit real softcap, Elude gives you temp softcap from level 38 until whenever you get your build stable for key fights. Long before I softcapped, I took down a lot of bad guys on the power of Elude.
For me, SR is weak in the early game, curves up into a good place in the middle game, spikes in the endgame. However, other top-end builds in the endgame are over all stronger based on IO investment, utility, and various mitigation strategies. -
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Elude is great prior to soft-cap, and pre-IO's was a key SR power even in the late game. So much so that for a while back in the days of perma-Elude the skew was in the other direction: once you had perma-Elude you didnt need your other toggle DEFs (ah yes, good times).
I haven't gotten around to getting rid of it yet on my MA/SR, mostly due to nostalgia and also because there wasn't one other power that I felt I really needed instead. I rarely use it. Really, they only solid value I get out of it is on the rare occasion my blue bar has actually gotten down to unacceptable levels, just for the extra +recovery.
So...to be clear...take it at 38, slot it well, use it for fun and profit while you level, soft-cap, and keep it around like a faithful old dog that can't hunt any more or get rid of it as you prefer. -
Anything over the cap is unneeded. The build I posted is over cap and also has over 100 DDR. Thus I no longer need elude.
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This is my current MA/SR characters build. The next time I get around to respec'ing I'll probably be getting rid of Elude and picking up either CS or CAK now that they no longer suck.
Pay no attention to the order of the enhancement slots; I just rebuilt it from memory in Mid's; I may have taken the slots themselves in slightly different order in reality.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Hype: Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick- (A) Crushing Impact - Accuracy/Damage
- (3) Crushing Impact - Damage/Endurance
- (7) Crushing Impact - Damage/Recharge
- (15) Crushing Impact - Accuracy/Damage/Recharge
- (19) Crushing Impact - Accuracy/Damage/Endurance
- (37) Crushing Impact - Damage/Endurance/Recharge
- (A) Endurance Reduction IO
- (5) Defense Buff IO
- (11) Defense Buff IO
- (A) Red Fortune - Defense/Endurance
- (3) Red Fortune - Defense/Recharge
- (5) Red Fortune - Endurance/Recharge
- (15) Red Fortune - Defense/Endurance/Recharge
- (39) Red Fortune - Defense
- (40) Red Fortune - Endurance
- (A) Defense Buff IO
- (37) Defense Buff IO
- (A) Crushing Impact - Accuracy/Damage
- (7) Crushing Impact - Damage/Endurance
- (13) Crushing Impact - Damage/Recharge
- (17) Crushing Impact - Accuracy/Damage/Recharge
- (23) Crushing Impact - Accuracy/Damage/Endurance
- (23) Crushing Impact - Damage/Endurance/Recharge
- (A) Force Feedback - Chance for +Recharge
- (9) Force Feedback - Damage/Endurance/Knockback
- (9) Force Feedback - Recharge/Endurance
- (13) Force Feedback - Recharge/Knockback
- (36) Force Feedback - Accuracy/Knockback
- (36) Force Feedback - Damage/Knockback
- (A) Recharge Reduction IO
- (11) Endurance Reduction IO
- (A) Springfoot - Jumping
- (17) Springfoot - Endurance/Jumping
- (25) Defense Buff IO
- (A) Unbounded Leap - +Stealth
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Numina's Convalescence - Heal
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Endurance Modification IO
- (40) Endurance Modification IO
- (A) Run Speed IO
- (A) Defense Buff IO
- (25) Defense Buff IO
- (A) Obliteration - Chance for Smashing Damage
- (27) Obliteration - Accuracy/Damage/Endurance/Recharge
- (27) Obliteration - Accuracy/Damage/Recharge
- (29) Obliteration - Damage/Recharge
- (31) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage
- (A) Defense Buff IO
- (29) Defense Buff IO
- (A) Adjusted Targeting - To Hit Buff
- (31) Adjusted Targeting - To Hit Buff/Recharge
- (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (39) Adjusted Targeting - Recharge
- (40) Adjusted Targeting - Endurance/Recharge
- (46) Adjusted Targeting - To Hit Buff/Endurance
- (A) Mako's Bite - Accuracy/Damage
- (33) Mako's Bite - Damage/Endurance
- (33) Mako's Bite - Damage/Recharge
- (33) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Mako's Bite - Chance of Damage(Lethal)
- (A) Endurance Reduction IO
- (36) Defense Buff IO
- (37) Defense Buff IO
- (39) Defense Buff IO
- (A) Red Fortune - Defense/Endurance
- (42) Red Fortune - Defense/Recharge
- (43) Red Fortune - Endurance/Recharge
- (43) Red Fortune - Defense
- (45) Red Fortune - Endurance
- (46) Red Fortune - Defense/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Performance Shifter - Chance for +End
- (45) Performance Shifter - EndMod
- (45) Endurance Modification IO
- (A) Endurance Reduction IO
- (48) Resist Damage IO
- (48) Resist Damage IO
- (50) Steadfast Protection - Resistance/+Def 3%
- (A) Defense Buff IO
- (50) Defense Buff IO
- (50) Defense Buff IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
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Melee: 46.7
Ranged: 52.8
AoE: 47.3
DDR: 100.2%
Information:
One or more set bonuses have exceeded the 5 bonus cap, and will not affect your stats. Scroll down this list to find bonuses marked as '>Cap'
Crushing Impact
(Storm Kick)
MezResist(Immobilize) 2.2%
15.1 HP (1.12%) HitPoints
7% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
2.5% Resistance(Psionic)
Red Fortune
(Focused Senses)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Crushing Impact
(Boxing)
MezResist(Immobilize) 2.2%
15.1 HP (1.12%) HitPoints
7% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
2.5% Resistance(Psionic)
Force Feedback
(Crane Kick)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
MezResist(Terrorized) 2.75%
10% (0.56 HP/sec) Regeneration
2.5% DamageBuff(All)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Springfoot
(Combat Jumping)
2% JumpSpeed, 2% JumpHeight
Numina's Convalescence
(Health)
12% (0.67 HP/sec) Regeneration
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Obliteration
(Dragon's Tail)
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)
Adjusted Targeting
(Focus Chi)
2% DamageBuff(All)
1.26% Resistance(Energy,Negative)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
Status Resistance 7.5%
Mako's Bite
(Eagles Claw)
MezResist(Immobilize) 3.3%
20.1 HP (1.5%) HitPoints
3% DamageBuff(All)
MezResist(Held) 3.3%
3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Red Fortune
(Elude)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime) >Cap
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Gaussian's Synchronized Fire-Control
(Focused Accuracy)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
25.1 HP (1.87%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Performance Shifter
(Physical Perfection)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Steadfast Protection
(Tough)
3% Defense(All) -
Quote:QFE (Quoted for Effect)There seems to be a misconception here as to how MAG effects taunts. It doesn't amplify threat or anything of the sort, it's only used as an on/off switch, just like CC. For example, bosses have MAG3 protection against holds, so a single MAG3 hold will have no effect. Two of them, however, will stack to MAG6, which surpasses their protection and stops them dead in their tracks.
That's exactly how taunt MAG works, except instead of only having 1-2 powers that apply taunt effects, Tankers have 8-9 (BU doesn't count) in their secondaries alone - AoEs even due to Gauntlet. (Not to mention Taunt, which can be enhanced to last for ~80 seconds.) The likelyhood of a Tanker being unable to surpass the taunt protection of a mob is incredibly small. If a Tanker does run into a mob that they can't bypass their protection, the chances they're not able to do it by MAG1 is infinitesimal.
I'd argue that MAG is one of the least important stats for taunts, especially for Tankers.
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CMA, for your example of the BS/SD Scrapper doesn't surprise me one bit. AAO is one of the strongest auras in the game due to having 8 different debuffs on it, not to mention the damage buff it yields. Also, unless the Tanker Taunts, I'd argue that every Tanker will lose aggro to an equal Invuln/Shield Scrapper or any Brute. The taunt durations of their auras are identical while their damage output is much higher. (In the case of Scrapper, they deal more damage than their lower threat mod of 3 reduces it. ie: ScrapperThreatMod (3) * ScrapperDmgMod (1.21) > TankerThreatMod (4) * TankerDmgMod (0.8).)
What it boils down to is that if you want aggro on your Tanker, and (Invuln/Shield) Scrappers or Brutes are on your team, you have to Taunt. That makes the weaker aura a fairly moot point, to me and my playstyle.
A longer duration on RttC would make it more user friendly with non-taunting ATs, but would not solve the issue of (Invuln/Shield) Scrappers and Brutes stealing aggro off you. Considering how debuffs affect threat computation, I wouldn't support any boost to RttC that would remove the debuff from it.
Agreed. The only Aura improvement for a RTTC on a tank that I could get behind is simply increasing its duration a bit. So...say 5 seconds base and MAG 3. Still weaker than other auras by a measurable margin, but at least you don't lose a taunt if a mob wanders a couple of feet away or you knock them back a few feet.
I have a SS/WP brute and periodically disoriented foes will stagger a few feet away and i'll have to move or otherwise take action to reel them back in after they recover as the duration on my aura has elapsed.
Annoying, but still, not the end of the world. The regen factor of RttC is so amazing I'm willing to live with its weak taunt. -
You don't have to, but it certainly makes it easier to softcap, and the res for Tough helps out when a big boss thwacks you.
I've played it both ways, with and without Boxing, Tough, and Weave at lvl 50 and in the end I settled on keeping them as it eased pressure in other areas of my build and let me slot up for other things like +regen and +recharge and +rec a bit as it was easier to softcap thanks to Tough with Steadfast and Weave giving such a large boost to DEF.