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Posts
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. Telling someone to stretch it to 5 pages might force them to include actual content, which is ultimately important for when they hit college and (ideally) their writing becomes about their content.
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Oddly enough, since I've come to college it has been my experience that literature classes, and to a large degree history classes are never about content, I've taken classes 100-400 in classical literature and a few history classes, but my scientific papers are almost entirely about content. And even then it wasn't until higher level classes in my final two semesters that writing for content became the norm. But then again maybe I'm just good as slinging bull. -
Taunt isn't affected, at least in my experience, by the purple triangles. Gauntlet on the other hand is never working, regardless of purple triangles. Granted I haven't tested anything out specifically, but if I don't use taunt, regardless of the way triangles are pointing I can't get aggro.
As to how I feel on this subject. It is sad that a tank is boiled down to one power, that anyone can match with some slotting and a single power pool pick or in a scrappers case a single power choice and slots aren't even necessary. In the case of using it on an AV, with slotting Challenge, and the scrapper equivalent without slots, does as well as Provoke because people rarely face multiple AV's at once, and both do as well as taunt for holding aggro but taunt doesn't need slots to do it, as it is auto hit.
I don't think this can be said for any other AT, that in the case of AV's a pool power can allow any AT to do the job.
Granted there is the survivability of tanks that could be said to be our job, but with the need for buffing/debuffing/healing for most tanks to survive an encounter with an AV most other AT's will also be able to survive and we are back to the point of our job being done by a pool power and a few slots.
Fixing gauntlet would allow us to be the best at holding aggro, which is debatable as a necessary or useful thing on a good team these days. -
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iakona is right about that the aggro auras for Brutes.
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Yes, but I have dev confirmation that this a bug. Of course, it'll probably take months to get fixed.
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Which is the bug? Brute aggro aura's working or Tank aura's not working?
I'm guessing Brute aura's working but I can hope it is tank aura's not working. -
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How about Ice Tankers? They don't make 'em any worse than Ice...wooeee.
* Hibernate shuts down your toggles for a whopping 5 seconds before it triggers = death
* Icicles doesn't do cold damage.
* Utterly useless at the 40+ range
* Spines / Invuln Scrappers are overwhelmingly better tankers than Ice / anything
* No high level mobs of importance deal cold damage.
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Excuse me? I think you're WAY out of line here, and terribly, terribly misinformed. I was going to continue leisurely reading the thread, perhaps see if anyone else pointed this out, but I couldn't wait.
* Hibernate doesn't shut off your toggles anymore. They stay on the whole duration, and Hibernate activates almost instantly anyway.
* Okay, this is true. But does a Damage Aura doing an oft-resisted damage type gimp a set? Silly me! I'm so naive. I thought the point of our primaries was DEFENSE. And plus, it still does DAMAGE, it's just resisted more often.
* Very, VERY untrue. Frawsty is still going on strong at level 50. In fact, he shines against enemies many tanks shake in their boots at. Like Sappers, for example.
* Once again, [censored]. Maybe your Spines/Invuln will tank better against Smashing and Lethal (Maybe). Let's try Cold, Energy, and Negative Energy. And even things like Fire, Psy and Toxic are less dangerous to us because many Tanks have some form of single-target damage mitigation stronger than an immobilize (Like Energy Melee's Stun or Total Focus, for example, Total Focus being prefered) that a Spines/Invul will not. The only thing a Spines/Invul will do better than an Ice Tank reliably is damage. As it should be.
* ...So? I can tank against things that don't do Cold damage any day of the week.
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Considering how old the post you quoted was... both of you are correct, in the past Ice was all of the things listed when compared with the abilities of other powersets. Oh how things have changed. -
I didn't experience anything like this on my tank, I will keep checking it though
edit now its happening about 3/4ths of the time on moving targets... but power pool attacks, Air superiority and Laser beam eyes are working properly
KO blow seems to do fine as well -
how about ALL looping sounds fade I don't know of a single one I don't find a bit annoying after a while
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So... let's see. Fire Shield and Plasma Shield.
They take, if I recall recorrectly, Damage Res, End Reduc, and Recharge Reduction.
The recharge times on them are trivial, to say the least.
So now I get an end usage bonus. The end cost of them was already ok.
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this was my initial thought as well... as it stands it only pays for my tank to slot his armors with damage resistance buff and end reduction by decreasing the endurance cost of my armors it decreases the use of slotting end reduction in my toggles, I mean its great and all that the end reduction is happening but I would love an explanation as to how we are to slot powers that don't have viable diversification options -
if you don't mind me asking how can you survive without end reducers in toggle and without stamina for so long and keep up a decent attack chain to hold aggro?
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Bah they are stealing my tough bosses... at least make the bosses harder if I have the setting on invincible... I mean come on prior to the change my tanker can solo 1 +4 boss the second if there is one will drop me sometimes so sometimes I can get 2 +4 bosses while street sweeping.... I understand some people can't solo so roll back the difficulty if the player has the setting on hard boiled and maybe the one higher than that, but leave unyielding and invicible with the tough bosses. I mean if I could increase difficulty to minions being light purple and bosses and Lt's going from there I would love it so this is naturally my psychotic opinion