New Dawn

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  1. New Dawn

    Tanker Epics

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    allthough fire is the best for taking aggro..

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    is it?

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    i would of said attracting aggro is all, i didnt read it as taking aggro of someone else i read it is as taking damage.
  2. New Dawn

    Ice Tanks

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    Hasten? Cant see how that can help a "pure" tank. Taunt recharges plenty fast enough

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    i have hasten and i still 2 recharge my taunt because haste is not for that or for any of my attacks its purely for my long recharge powers but does at times offer a kill before being killed situation.

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    I can only really see it helping with Hoarfrost and Hibernate, but with 3SO in these, they should be up enough for when needed. I can only see Hasten being really worth it if you a playing a more skranker build myself.

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    A scranker is someone with no taunt capability trying to keep mobs focused on them. Haste cant make a scranker out of any tanker who has an aura and especially out of any tanker that has a taunt and a aura and uses them. Its for having the heal to take the alphas more often and having 40% more healthpoints which counts against all types of damage. It more often means you take more burst damage no matter what the damage type and make other AT's support roles that much easier.

    On an ice tanker weave is a worthwhile powerchoice as a boost in a tohit calculation. i dont have weave on my invuln because its unscaleable atm whereas resistance isnt and i wouldnt expect my super reflex to avoid anything +3 running passives only so on firetanks i really cant see it doing too much.

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    If you are looking at "Pure" tanking, it is only these three powers that gain anything from hasten, and IMHO they recharge pretty well, and, again, hasten isnt always up even 3 slotted.

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    Hasten does not need to be constantly up with long recharge powers. Pure tanking about getting hit, taking hits as much as possible and knowing and respecting the enemy well enough to do it right and like i say the more often you have increased hp the more you can do it high burst damagewise and normally you only take an initial knock in damage and then the mob is debuffed, controlled and attacked and then dead.

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    I suppose a faster cycling End drain from Energy absorbtion might add a degree of control.

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    Most tanks without endurance are shortlived unless your an invuln of course running unstoppable, being able to have that extra chance of battling end drain is a good thing after all the endurance bar is sometimes more threatened prior to the healthbar.

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    end can be a problem when hasten crashes, and you are using powers faster anyway... and with energy absorbtion I never find end a massive problem anyway.

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    The end drop isnt that bad for the duration it offers, its small, much smaller than a rage crash and yet /ss tankers still use rage, rage is an even better form of psuedo hasten though for attacks as it speeds the kill rate (your attacks do alot more for there endurance cost as well) and you can always get conserve energy anyway.

    Having +hp more often via the hoarfrost and haste does go towards taking the usual initial high burst damage regardless of accuracy or damagetype.

    Fight pool does offer an advantage in overall sustaining damage over time but you dont have to do things like run around through a herd in order to herd, there doesnt have to always be alphas to take or sit in a fight for long and still be that tanker with whom no one elses health bar has moved on a good team. Taking tough and weave and running them could mean the boost in res and def you have gained from them is lost through the lack of damage output you have because you have sat in the fight for longer. I used to have it on my invuln, i may get it back, it will make her worse in a pvp zone at the cost of being just as useful in pve imo.
  3. New Dawn

    Tanker Epics

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    allthough fire is the best for taking aggro..

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    is it?
  4. [ QUOTE ]
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    For keeping aggro a taunt aura is far far more important.

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    Sorry for resurrecting this thread but I needed to vocally agree to this and add a couple of things.

    A tanker with a good aura can control the agro as much as necessary. Remember, every team member has a responsibility to manage their own agro, it's not ALL down to the tank. A blaster can't go flinging AoEs left, right and centre and then blame the tank for his inevitable faceplant on the tanker not having taunt.
    Whilst there are plenty of scrankers out there who have no intentions of fulfilling the traditional tanker role, the presence or absence of taunt in their build isn't enough to tell one from other.
    I went through 50 lvls with a fire tank who never took taunt and there rarely an issue. When some of the mobs started banging on the squishies, I, the scrapper would go take care of it (my belief is a scrapper's job is to catch the overspill from the tanker's taunt).

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    i agree about the scrappers but you dont always have to have a scrapper, controllers can deal with overspill too, i dont like overspill however but say if some fire controller for example with all the ranged controls of the fire primary still comes and stands next to you with hotfeet and doesnt have cinders or firecages controlling all of the mob then overspill happens. Any repel like power like that means you cant get a a long enough aura taunt tick on all the foes at once to regain control i then see taunt as a good thing. People do use powers with knockback, repel, fear and repel causing foes to leave an aura and be in a very short time untaunted. At least with taunt you can create a long enough taunt on 5 foes whilst doing your best to cover as many other foes as possible, not always easy when foes are running in all directions and you are visually checking for "immediate threats to the team".
  5. I quite like the idea of concept building the firetanker. i may do something very similar now. im thinking of skipping fitness (dont have it yet) and fight pool (nor that), if it dont work i can blame it on being a concept. I'm too tempted to test life without the "must haves".
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    I think he's one of the best ever tankers I've seen around

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    Your defiant server then. A good player is a good player, the build is secondary, if you can emulate Honsou then all is well.
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    how can you 'spam AoE'?

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    use it every time its recharged? anyway cones and pbaoes are forms of aoes too and you can gain extra ones from the epics cant ya.
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    Coming from an Empath background I use Taunt in the same way as I would use Heal Other. Being an Ice tank CE is great for holding most of the aggro, I see Taunt as a way of consolidating this and grabbing back any strays.

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    and an awesome empath too!!
  9. [ QUOTE ]
    Let me also say that at level 7 it's pretty hard to actually tank, anyway for people who are new to it, especially new to the game and most certainly invulnerability don’t really hold attention till later.

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    agreed also firetanks get knockedback a bit "post 10 really" if you think hover is a bother and are passing time till acrobatics then bloody bay is great! great xp too!

    Gauntlet duration changes with an endurance cost of a power, the lower the endurance the lower the duration, attacks tend to have longer recharges the greater the endurance cost and/or they hit multiple targets. It doesn’t last long for consolidation purposes but does make a foe and four other foes in close proximity turn to face you, buying anyone time to get away etc, I like acc in my attacks first thing and end second but the high endurance consumption really does come from the attack chain not the toggles.

    It depends on the type of tanker you are to find the extents that you can tank too. I will say pre level 10 there is no debt to worry about it’s a good time to experiment and learn as to how much you can do. Your hp increases as you level in diversity to other ATs. At low levels everyone elses isn’t that much different than you hp wise.

    If your stonetanker, invulnerable or a icetanker you can increase your hit points with your heal. I would suggest trying to make it so you use it after you have taken some damage so you get the heal and the healthpoints rather than just increase your healthpoints and then need the heal.

    Invulnerability: the asap powers

    Temp invulnerability will give you 30% smash and lethal resist so for every 100 hitpoints of smash and lethal 30% will not count. At this level adding training origins to boost resistances do very little as they are schedule B type enhancements worth 5%, by adding 3 training origins to this power you increase your resistance to 35%.

    Dull pain takes schedule A enhancements which are worth 8.35% and makes a bigger difference to a power so is very much worth 6 slotting early for survivability imo. Recharge first to gain the extra hitpoints as often as possible as well as a small heal and then for heals.

    Unyielding is your protection from status effects, it offers you resistance too to all damage types except psionic and untyped (primordial and cytoplasmic for example)and lowers your defence (but unless you have taken a defensive power pool power or have been buffed defensively you have no defense to lower).

    Invincibility is the aura to which you finally have better aggro holding capabilities, the hitting of every dangerous target and taunting of where groups of five are away from you grinds to a halt. You gain a boost to accuracy and defence for everything in melee range (of which I find the defence important). Most important thing for me though is the taunt effect from the power.

    The other powers in the set are worth taking, people do say “ah but you don’t see much of this or that” but damage is damage imo and all types of damage is worth doing something about, I like my Resist elements for outcasts, trolls and magmas etc at low level.

    I started my invulnerability tanker over a year ago, but I did restart one post ED to see what’s changed and the only thing that’s changed playability-wise is I cant get taunt at lvl 4. I did leave it till 10 anyway after I got unyielding at 8 first time round. Oh and I know what to expect from foes before I face them. Something a guidebook would help new people to achieve.

    The icetanker: the asap powers

    Hoarfrost, I basically feel the same way about this as I do dull pain 6 slot it asap.

    Chilling embrace the –recharge is basically pseudo defence imo as you lower the rate of damage per second around you.

    Frozen armour is not as good as it will be in i7 for survivability but still a must have.

    Wet ice is once again your status protection, frostfire was a complete wuss at level 6, for other tankers a break free saved for the moment is required at that level.

    All other powers are worth having even permafrost imo.

    personal outside powerpool love = haste get more hp more often

    The firetanker : the asap powers

    Fire shield is just like temp invulnerability but with fire resistance too but for less endurance. It also resists disorients.

    Blazing aura hits upto 10 at a time which is great damage output it also helps to keep foes taunted when it hits, endurance slotting asap is important

    Healing flames doesn’t add hitpoints but if you can keep high burst damage down its great as it recharges well. Slot it asap.

    Plasma shield sadly only offers resistance to sleep and hold status protection wise but the resist to energy, neg energy and fire is 30%.

    The knockbacks against a firetanker is a real pain in the butt, you cant heal during the duration, hover can be used to sort the problem out from level 6 onwards you don’t have to use it to herd with just learn when to judge when to turn it on and off.

    personal outside powerpool love = haste, get more heal more often, oh and consume recharges good pre stamina too

    The Stonetanker: asap powers

    Stoneskin currently scaleable resistance where as rock armour isn’t scaleable defence, rock armour also uses endurance and you can be detoggled so this would actually be a good start for those reasons. 12.5% resistance is nothing to laugh about though.

    Rock armour, its good to have some defense to mitigate damage out before you have to resist it, its not scaleable till in i7. Defense slotting is schedule B so schedule A slotting would do more which is why heals may as well get more love at the start.

    Earths embrace same as hoarfrost and dull pain.

    Mudpots will keep foes attention on you allowing your team mates to "not" have their own problems to deal with and so cant contend with supporting you as and when you need it.

    Rooted is an absolute pain in the butt power slows you down but you can click it as you run into a group and just as you get to where you need to be the effect of it is there in time. I like flyby taunting in which I run behind a rock or wall or something and as I do I taunt. What happens is I taunt behind the obstacle gaining me time to then use rooted before any attacks start.

    All other powers are great to have depending on what you want to do simply put.

    personal outside powerpool love = haste get more heal and hp more often.

    As you can see i love haste! i see the dullpain as an emergency heal or the only heal i should need playing with a debuff defender set in a team as of course ill need to heal whilst the debuffs are being applied due to the way i do it and i kind of like it up as much as possible.

    Slotting of all sets for team tanking: basically endurance on auras should you get them first, get your heal well slotted pre 10 but have the resistance slots there in your most resistant armours by the time you can take double origins at 12.

    Low level tanking:

    Doable?

    Yeah baby! I say that cos its mad.

    But only to certain extents for some tanks compared to others the different parts to tanking need to be broken down.

    First in: Doesn’t have to mean run into mob and get whooped because the team were either late, no amount of anything can save you at that level, people don’t have the powers yet and you cant get single origins. Good thing to have is no one passing you and gaining any attention before you are ready or you have thought about how you will deal with the mob. It can mean you poke your head around the corner or just gets within perception range to gain aggro in which case not all of the mob will start at you at once so there is no high burst alpha, then you can hide so that all the foes turn up one by one and can start to be dealt with until the full weight of the spawn has arrived.

    Consolidation: I haven’t ever seen it truly achieved without an aura and with a pre emptive team. I like to “force tank”. If I aint tanking against what suits me how it suits me i am not happy, I must play my tanker as I prefer to play it, i have no intention in having team wipes and thats why i need to be given a chance to do my thing. Its your tank, you know it, so dont be made to play in anyway that doesnt suit you. If Mr Rain of Fire blaster 2006 opens up with his best aoe (RoF) i think its most likely better for the team to leave him to it.
    I work on this basis, I pull, I hide, the foes gradually build up around me, whatever I hit is safe to attack, whats in my aura is safe to attack. I always take taunt asap so I will taunt whats not coming to me, to me. What hasn’t got to me in melee range people should leave and certainly shouldn’t pass me. (As the foes come they come looking for me, some aren’t looking for me however they are just following their mates so if anyone is between me as a tanker and the foes on their way they have a chance of gaining aggro.

    Flyby taunting: Once your level 10 taunt from a immediate safe point. As you run behind a wall taunt, then you have taunted foes who cant see you which must run to you. They will come in smaller groups as opposed to all at once and those that come you can be attacked prior to others coming.

    Communication: Sometimes I see almost no communication like every man in the team is an island. some peoples powers work against anothers and some peoples methods put other people at risk. A tanker in a safe position during the herding process can be put at risk through pre emptive attacking during or before the herding process forcing a tanker out of his herdpoint into a more exposed position thus gaining more aggro than necessary at once. Its also good to talk about how things can be done, some people may have the experience you don’t have. If your new to the game they can help you with certain things that are good to know ie what will the boss at the end be like, what can they do etc. Look at the type(s)of defensive sets you have in the team, ask the person about them and how best you can tank to gain the most out of them. If they have an anchor keep mobs and yourself near it as much as possible, if they have a debuff zone keep mobs within it but herding is also great for multitargetting attacks let alone defender sets.

    Team survivability = my survivability: I work on this basis, if I keep aggro everyone else can be free to act as and when they need to. Instead of having a defender having his own personal battle, I like the defender to be using the defensive powers as when they have too. Also by gaining all the aggro anyones inspirations lucks, respites, sturdies break frees can be safely given to me, they don’t need them and I have got a back up survivability. Also bare in mind you do not only herd foes you also herd the team too, if they end up having to attack from a dangerous standpoint where they can pull other groups through perception it can cause teamwipes.

    Team balancing: I love all ATs in a team but my favourite team make up is made up of 1 tanker(me), 1 defender (don’t care which), 1 controller, 2 scrappers (1 bodyguard to the defender, 1 to the controller as the just in case and only reason) and 2 blasters add one of anyother AT but another tanker. I once got invited to a team in low levels to find 4 tankers already in the team, i left to give some poor team somewhere else a tank.

    Play to what your team can handle: very true its always good to learn to gel on a reasonable setting and get acquainted than to all start on an invincible mission and learn to hate eachother and quit team after having not enjoyed the experience at all. I'd rather a fun heroic mission that a horrid invincible mission in which you may have found the team leader is lvl 14 with an invincible mission and could only find lvl 12’s such as yourself and has created the most unbalanced team ever. I don’t do that. I make the teams when I tank. If they like me they stay. I log on whenever on some of my tanks and its as if people don’t level without me, they must be in no rush is all I can say. Anyway i thinks its nicer to start on heroic, learn to play together well and socialise and then go up the setting.

    Basic tactic then is: gain attention, hide, foes build up on me, first boss to come becomes the anchor (save till last). Debuff zone is at my herdpoint, any heals can be applied during the herding process. Once the mob is built up around my tanker, aoe controls can be applied for extra damage mitigation, single target holds can be applied on any stray or boss. What isn’t in my aura gets taunted as I like everything debuffed and everything multihit. Foes undebuffed are an increased danger and single target hitting is drawing out the fight time and therefore potentially decreasing survivability.

    So that’s: Taunt then hide then whilst herding up the defender can debuff/heal, once herded a controller can control and then the rest of the team can lay waste to the mob. Simple!

    Enough people in the game have tanked frostfire, atta, cavern of transcendence and positron properly on training origins to be able to say low level tanking for teams is possible. Its just these people tend to be past the point of needing a guidebook and are also on cooperative balanced teams. I find an aggro magnet of a tanker helps a team better, it leaves other people to concentrate more on their jobs than have them running for around screaming "heal, heal!".

    I don’t like the idea of me writing a guide or things turning into one and this I wouldn’t class as one its just some tips. The proving that you can consolidate aggro so that people give you their not needed insps is a great tip. "i'm gonna have to run into that mob!"<pops 2 lucks>

    But this site is a really nice guide to lowbie tanking imo.

    Lowbie tanking!

    i like lowbie tanking despite all the frustrations that may come with it (ie some clever bugger killed the anchor) but i would like to see a trend in more people doing it, i think more skill could be had for later too. People tend to get their game on at lvl 24 i think its alot later than necessary, i get hot tempered at the thought of one trip to the hospital, i am renowned for it, so im not dishing out how to be completely suicidal ideas for new people just some tried and tested stuff i think is worth trying. I dont think tanks are all that "gimped" to a rubbish scrapper AT at any level built and played well, just some of the peoples toons you team with can be sometimes be less supportive than another. You could be lvl 17 fighting lvl 20's wth a team of lvl 20s and fair worse than you would facing lvl 20's with another team of other people who are all lvl 17, thats not hard to believe is it? If things go wrong i know why they have gone wrong and the last reason is the devs dont know what they are doing.

    At higher levels you maybe asking yourself how someone else got killed when everything was on you, aoes and pbaoes do get people and cone attacks with which you can only try and point in your direction. Much else of what you can learn as a low level tanker will apply later.

    My first rule of thumb for being a team tanker is lead the team, your toon should be most at risk so you should have most control, (granted you cant save everyone or prevent people getting aoe'd or standing next to you for wholesome cone attacks when they dont need too but apart from all that).

    Ive got to goto town so i cant be too thorough.

    NOTE: to anyone its not a well edited anything its just input.

    I have since edited my post but my grammar is still rubbish
    but i have tried to make it understandable.
  10. My blaster needs to catch her breath from carrying the great big gun.

    Endurance costwise over the set its about average compared to other ranged primaries. Many other sets just dont get the equivalent to m30 grenade and buckshot endurance cost wise pre stamina level.
  11. Rage with 1 recharge can recharge (hastened) during the crash period to just after (recharge varies upto 10secs after) being that its pointless stacking it and you cant do nothing with it during the crash period i wouldnt say the second recharge is a must have thing. You lose a minor amount of recharge time but your endurance over time is better for it (less crashes). What the second recharge does do for me though (because i do have it) is it (due to its fully recharging) tells me when i am about to have the crash.
  12. [ QUOTE ]
    Also I noticed tha with PS active all other shields stay up. Is this the same as unstoppable?

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    yes it is, it does mean you dont have to add resistances to your 32 power because they can stack with the usual armours however for a good crash you can turn your armours off giving them enough time to recharge to be ready once you have crashed so 1 resistance is good to get capped res from unstop but i dont know how many will be required in the elec brute yet.
  13. In general your overall accuracy versus -acc debuffs is poor, you have recharges in perhaps too many attacks come 50 i see a fast attack chain that needs to recharge fast to make up for times missing having a high eps at times.
    Temp Invuln then dull pain is how id build a tanker with taunt at lvl 10 so i can tank something till invincible, (the idea of not being able to tank at low levels is complete bull by people saying it cant be done simply because they couldnt, learn to tank early).
    I'd sooner have an end reduc in ss in case you leave it on just because i often do. Tohit buffs in invincibility does almost next to nothing compared to what taunt durations do i certainly feel that slotting tohit buffs there is a waste of a slot compared to taunt durations.
    If you are gonna take taunt its worth slotting for more extreme tanking later where you hold a +3 or more AV comfortably kited offering the team much more safety without simply having certain player types in the team to make up for your lackings. I'd say that 2 rechg 2 taunt as being minimum slotting on an invuln.
    I dont bother slotting tough hide, i like the better returns on the other powers i have so much more for survivability. The 3rd slot offers you a decimal place boost in defence as a +3 SO. Those 2 slots on making 2 in every 100 hits miss is something i only slot if there is nowhere better, anywhere i can add to team survivability should add to my survivability. By keeping the team safe they keep me safe.
    With haste I believe 1 recharge is fine in Rage all though 2 to be sure if you like but with your current accuracy slotting perhaps you should put to hit buffs in there but when i team tank i very rarely use it unless i have enough end buff because of the drop in endurance to come (actually its probably due to me doing carnie and malta most of the time). I probably get roughly the same to hit from foc acc anyway. Foc acc will be +perception in i7 too.
    Laser beam eyes doesnt compete with hurl imo i like to bring things down with the -fly component so enemies can feel my other attacks after i ss in (especially as i dont fly) If i was a jumper/flier i'd say air sup, laser beam would be superfluous like whirlwind if i had reasons to be, those reasons are going to come from how you tank.
    Imo laser beam isnt even good for kiting because you can miss and add to that the endurance cost is low so the gauntlet duration is low but the recharge and action time would be better than hurl but i wouldnt even attempt kiting with hurl or even suggest it thats why my taunt is 5 slotted. Laser beam is good for various reasons but i try to tank so i dont need it.
    Instead of laserbeam and whirlwind i think foc acc and hurl would be better, if you did that, powerchoice wise, the tank would look like mine, well, except i took hurdle for some jump capability not swift.
    I do love hurl pvp the range and the -fly often messes people up in their escape tactics. You maybe looking at your build pve but because your taking the passives like Rel and Ren instead of weave your build is going to be all the more suitable for it.
  14. [ QUOTE ]
    You were doing it wrong then..the Endurance Drain on an Elec/Elec Brute is absolutely insane. It is actually better than the END drain a Kinetics Defeneder or Corruptor can lay down with Transference and unlike that defender you can keep them at 0 end.

    It works like this..

    Power Sink is your main sapping power..its extreme but you only get to use it every 30 seconds or so. You'll find in PvE you only have to use it once to sap Bosses. In PvP you will need to use it twice, so you can sap guys in about 31 seconds. Slot it (Recharge x3, EndMod x3)

    Lightning Field shouldn't be your damage field. Its your Agro generation and Sapping field. The roll of this field isnt actually to drop the enemy to zero END - its to keep them there when you've used Power Sink to sap them. I found it worked well slotted (EndRdx x2, EndMod x2, Acc x2)

    For your first two attacks take Charged Brawl and Havoc Punch. Combined with Brawl or Boxing these allow you to build agro fast. Jacobs Ladder just isnt fast enough to build agro well so I skilled it. Slot them both something like (Acc x2, Dam x2, Recharge x1, EndMod x1)

    Now just remember keep the Lightning field up all the time and Power Sink whenever you can and you'll have an incredible Sapper. The EndMod Enhancements in the first two attacks helps a little (but not much), however when testing with a friend I discovered with these two in place I could keep a Regen Scrapper on zero End, without them I couldn't, so I feel your better off without them.

    Finally, forget Sapping another */Elec Brute..it simply doesnt work.

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    The slotting is alot like i had mine.

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    Finally Power Surge whilst nice, is actually a pretty average fianl Brute Power. It is much better than the likes of Soul Transfer or Rise of the Phoenix, but I would have much prefered something like Overload or Unstoppable. The combined crash on both End and Health is a killer.

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    The crash of power surge is exactly like unstoppable, what sucks is you dont have the heal you get in the invuln pool it just means you pop respites instead.
  15. [ QUOTE ]
    I wasn't sure how strong the drain would be, so i had a duel with a Granite tank with Rooted on.

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    I really wouldnt of bothered trying not even lvl 54 lord recluse or scirroco when kited by a stone cant end drain the stone tanker with rooted. As for others tanker types, well empaths end buffs are damn good.
  16. [ QUOTE ]
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    'Vokes (that also Taunt) are by proximity, visibility, power activation etc.

    The Taunt power freezes agro, apart from oddities like Greater/Lesser Devoured; but Invince/CE etc. 'vokes; so you can take a creature that has been taunted once it's outside of the Taunt duration; but not whilst it's in the Taunt duration.

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    Not really. I think it's your use of the word 'voke that makes it confusing. Punchvoke (gauntlet) is just a short duration taunt and works in exactly the same way. What you are referring to has been called "Hate" on the US forums and is apparently a combination of Threat Rating, Damage, Healing and other factors. I don't know if this quietly stacks in the background whilst Taunt (either from the Taunt power or Gauntlet) is in effect or starts fresh when a taunt has worn off. The taunt from any gauntlet power will stack with Taunt itself or any other gauntlet taunt - not seperate from it. Taunt (from Gauntlet or Taunt) can not be overridden except by another tank.

    A comprehensive taunt guide can be found here .

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    i'm glad i wasnt the only one confused in what was actually meant all this time the wording can throw ya.
  17. New Dawn

    Tanker Epics

    some information can be found here here
  18. New Dawn

    war mace

    I read that too, I however went and tanked with it.

    Someone said in that post "At least mace does more damage than Ice... and doesnt put minions to sleep... lol..."

    but look at ice's ice patch which really does add alot to survivability, its less damaging because it offers more survivability but people just like to see orange figures flying.
  19. New Dawn

    Ice Tanks

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    Hasten adds more survivability than the other powers you have listed

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    Before i read the rest of the thread me luvvy the hasten. It sure is nice to have dull pain come about as often as possible on my invuln, same with hoarfrost and even healing flames (although the haste is for consume as my firetank doesnt have fitness pool) but anyway on stonetanks spurts of recharge adds dps as well as earth embrace coming about often is also nice. The more often you have the heal and the extra hp the better i say! Its more tankerlike as you take more damage of any damage type. The survivability it helps to add for the eps it takes is just great.
  20. New Dawn

    war mace

    I couldnt help myself but get first hand experience of mace on test, i made an invuln mace tank called macey and trotted off to warburg where i would have memories of fighting at lvl 40 with a tank through exemping down, otherwise i'd of been stuck for comparing to my inv/ss a year ago.

    I have to say i was pleasantly surprised, its not as bad as i thought it maybe from what people say. Yeah there is slightly less in the way of damage but the disorienting secondary effects are nice, knock up is fine, whirling mace fine but the knockback in crowd control? i'm sorry but when ive knocked half the spawn out of my aura as much as that i am none too please, if anything it should be called "dont crowd control", well atleast they come back...sometimes.
    Well anyway i thought with all the lackings the mace set can have it doesnt deserve any penalties and knockbacks messes any attack chain up for anyone as well meaning reherding unless its to walls. If it had done disorient instead of knockback that would be more fitting to the power name imo and better for balancing the set to others. I mean a cone disorient has simply got to be nice.

    The figures i had looked at previously for clobber were wrong and so i was expecting a very good disorient out of it, i didnt see a "wow" disorient but i do think the disorient is good enough for what the power does and costs, well i would be slotting it.

    Its very comparable to battle axe imo but makes up for lack of damage with secondary effects and secondary effects increase survivability (if the foe doesnt resist it).

    All in all i thought it was a great set and was really fun to play too.
  21. Maybe its corrupter side then. I know the chance of toggle drop is different, my AR on coh's endurance bar only drops if i have left superjump on (and i always leave ss on) a fireblaster i know burns through endurance alot more than i do in much less time but the balance is in the damage to endurance ratio and certain secondary tool effects i gain from my set that they dont.
  22. yeah there is no stopping something in its action time, action time if first is first and duration gains control till after even though the taunt is there, a bit like if someone has put a hold on me just before i turn unyielding off (not that i would) but after its off i get held. I see what you mean now, i really didnt understand what you were getting at with the previous posts especially as normally i like to consolidate aggro before anyone attacks (i really really despise with a complete utter vengeance anyone pulling for me) in which case there is little or no chance of people getting hit unless they move to me and get affected by cones or are in a position to be affected by pbaoes and aoes.
    With the auras you are giving a good reason to tankers having taunt durations so that taunt pulses overlap the previous taunt duration most tankers i think fail to do that in doing that is proper consolidation achieved because i know foes can be pulled from a tankers aura especially with a series of low action time attacks.

    We have gone way off topic but who cares? i dont.
  23. [ QUOTE ]
    [ QUOTE ]

    Love powersink, it sure is nice to drain a boss from its endurance. Quite pleased with the elec attack, the new recharge rate on lighting rod make it a viable attack now.

    [/ QUOTE ]Lighting rod recharge is only 2/3 of what it's supposed to be atm though, it'll be 90 seconds in the final build.

    [/ QUOTE ]

    Damn sounds like i will be using it in every mob still (looks at autofire on my ar/dev) just once at the start of the first mob and once at the end of the 2nd, that or in every 2.

    I have to say in pve (ran out and did some news missions on invincible) it really done extremely well as soloing mobs made for a team was really nice to do.
  24. Well the villains i fight either get mullered till they can fight no more (0hp doesnt equal dead it means arrested) and they get teleported to prison whereas female carnies are possessed and twisted, and the men have had their souls eaten so they are soulless. The point in arresting the women for rehabilitational purposes is just not there, same as thinking of the men as living.

    Maybe its better to think of it as futile trying to save the carnie women just when you can arrest them the mask consumes their souls completely.

    "You had come to sympathize with Vanessa, but you knew she had to be stopped. You used the mental monocle to uncover her whereabouts, then went to her hideout and defeated her. Vanessa DeVore is currently serving time in the Ziggursky Prison, under the watch of several talented telepaths. It is unknown whether her mental powers are strong enough to subvert their control."

    I'm gonna have to see how she falls by doing her with one of my 50's. If she goes down and does the dark consumption like power i may assume its like soul transfer but in which case she teleports straight into the prison because we have a tp device on her.
  25. New Dawn

    Fusion FM

    i like this idea, any arena like, non rp chit chat spamming about this and that ftw i can say "boo!" too and kick the bugger doing it, i love the idea!