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Posts
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Joined
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"Wonderfully satirical and cleverly written!"
-The Necrotron Times -
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Then why do I have such bad accuracy problems on my electricity blaster and defender?? More than any other powersets.
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It's all a matter of perception.
(No, not the Perception ingame.)
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lol. I dunno why, but this made me laugh. -
He posted a Stalkers HP, other ATs will have significantly more HP.
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Can't we just play a video game pretending we do it instead?
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The goal of tankers sounds to me, based upon Dev posts and others, to simply be a conduit or channel for defender heals as they draw aggro. They take a massive amount of damage to bring down, but cannot withstand 8 man (above heroic) spawns long enough to survive for the team, hence the need for defenders.
Frankly, I'd rather play as a scrapper in the same role and actually dish out damage too... -
-Perception that usually doesn't hit all of the mob, making it effectively useless.
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Please, if you disagree with someone - state your opinion and leave it at that. No need to bash people for their thoughts/ideas. Some people want X - others don't. Agree to disagree.
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I agreed to disagree, but they didn't agree with me... -
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Castle challanged Chuck Norris to a duel - He WON!
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I met Chuck Norris once.
Once.
(Thanks, folks!)
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So did I, I shook his hand in the In-N-Out Drive-Thru as I handed out his order. Small world... -
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I'm with the quick and dirty "halve the defense debuff from unyielding the way they halved every pool power defense buff" crowd, if such a crowd exists.
That and buffing the resist energy/elements passives would quell the complaints about the set imho.
When Invul's resists and defense were nerfed, I find it odd that the defense debuff in Unyielding wasn't nerfed as well. Seems a bit out of line considering the overall negative adjustments to all the powers.
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I agree with Arc.
At first glance looking at the numbers, Invulnerability seems to get xtra protection against S/L and penalties on all other resists compared to other sets, but some of the extra penalties such as the -5% Def Debuff in Unyeilding still exist from the time when Invulnerability was the "best" defense set and penalties were introduced.
Anyways, reduce the Debuff to 3.75% so that the net mitagation as one called it is indeed 75% less effective than tankers. With the -5% Def Debuff as stands current the "net mitagation" is less than 75% for Scrappers and Brutes and actually increases damage taken for those ATs. -
All in all, I am fine with the -5 Def Debuff from Unyeilding for the superior mez resistance it provides compared to Fiery Aura, Dark Armor, Super Reflexex, ect.
I do, however, believe that the arguement for a 3.75% Debuff for Brutes and Scrappers has weight since they recieve lesser mez protection from it as well and the penalty is overstrict compared to the bonuses it provides.
But, all in all, its an unskippable power thats great to have. Its just would be nice if the Def penatly did overcompensate for extra resistance it provides in the case of scrappers and brutes. -
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Do not fear the SMASH!!! Embrace the SMASH!!!
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Yeah, I tried to tell my mom that after I broke her lamp.
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Here's my view on the new role of tanks.
1) They are the conduit for the healer to focus on in the team. We are dead without healing, but...drawing aggro onto ourselves allows us to be the "center" for healing.
2) We cannot effectively hold all aggro anymore, much less survive it. Taunt is an optional as ever considering we are no longer expected to be the end-all meatshield of every minion.
3) Our taunt-auras and punch-voke should make us hold plenty of aggro. Our goal should be to charge in first, take the intial first wave of hits, and proceed to attack the highest priority targets (e.g. mezzers & bosses). We cannot hold all the aggro, but we offer mez protection to the team by drawing those enemies onto ourselves.
4) In my experience, you should have a tank for every 3 other ATs to effectively survive. Therefore, a team of 6-8 should have two tanks if they are expected to hold aggro. If they don't, don't try. Just hit as many as you can hold and let the team do the rest. You're not the end all savior anymore, you're just a member of a team.
5) Defenders are more crucial than ever. If you don't have healing or SIGNIFICANT buffs/debuffs, don't bother trying to team. I always search for DEFs first when team-building. I grab 2-4 DEFs every time I build a full team. If I find empaths, I stop at 2. If I find only buffers/debuffs I grab 3-4. Tanks generally only have 20-60% dmg resistance and cannot substitute for the power of instantly healing 1/4 of someone's HP as an empath can. Defenders are crucial.
6) Tanking is still fun, but takes more tactics than ever now. I often use simple tactics like taunting and turning a corner, a sort of soft damage mitigation. They can't attack me till they turn the corner and won't attack anyone else until the taunt wears off. When teamed with anyone with slows or immobilizes this works like a charm.
There are my tips. Good luck out there. -
Umm...nice to have a bonus, but...
this explains nothing about ED.