New Dawn

Renowned
  • Posts

    7257
  • Joined

  1. New Dawn

    Shockwave in pvp

    In pve it hits 10, thats similar to hitting 10 mobs with strike simultaneously which sounds like good dps to me, knockbacks to walls help to reduce knockback distance and corner bunching is nice.

    In pvp people dont bunch up and it can be way down on the list of priorities in your attack chain but a knockback on some people can buy time for any number of reasons and some people dont actually get knocked down anyway.

    My claws attack chain can live without it but i'd sooner have it for its moments and uses than not have it.
  2. [ QUOTE ]
    [ QUOTE ]
    ive lasted the duration of the coh EU launch to now and forever without AP

    [/ QUOTE ]
    every single player should have absorb pain it's the greatest!

    [/ QUOTE ]

    every single good empathy player should have absorb pain it's the greatest!

    edited for political correctness.
  3. Gauntlet comes from rolled tohit tanker attacks that only taunts a maximum of 5 in a small aoe to my mind, this excuses blazing aura and icicles from being gauntlets because they hit a maximum of 10 however i refer to them as a gauntlet auras because they can miss, although taunt and gauntlet are both taunt effects i divide the two that way.

    I suspect the damage ticks and the taunt ticks from mudpots happen simultaneously but i have no idea if a mudpot 1 slotted for damage offers a taunt duration longer than/same as a mudpot with 1 taunt slot. Only the damage component can be made to miss which is no good for gaining anymore taunt duration.
  4. [ QUOTE ]
    The thing was that your own point was under contest. Whilst it is impossible to pull agro from someone that is TAUNTed for that duration as TAUNT paralyzes agro, any 'vokes CAN be overriden simply by stacking more 'vokes on top of them. Also TAUNT on it's own doesn't build agro (though Invince/Gauntlet do if used during the TAUNT period).

    Hence, TAUNTed foes are held in agro during the TAUNT period, unless a similar TAUNT is used against them.
    Foes that have been TAUNTed but are no longer in the TAUNT duration may be aggroed by anyone generating more 'vokes, OR by the TAUNTer moving out of effective range.

    Basically, TAUNT paralyses agro's effects, 'vokes build aggro. Once TAUNT is done, highest 'vokes get the aggro.

    This is what has lead to the problem in 8 man teams with one TAUNTer trying to hold the agro. (See Rain of Fire/Ice)

    [/ QUOTE ]

    My point was never under contest. I have already stated in this post (please read back) that a taunted foe can only be taken by someone else by taunt. So you in a funny way are telling me something i have already told you. Here is what i have told you:

    [ QUOTE ]
    i cant see how you have unconfirmed what i have said. You can not pull from a "taunted" foe without taunt.

    [/ QUOTE ]

    [ QUOTE ]
    "Yes, any 'taunt' effect will overide aggro caused by damage for the duration of the taunt." - Bridger

    [/ QUOTE ]

    Punchvoke (gauntlets, what tanks have) ARE taunt effects. One taunt effect has to be higher in taunt duration to overcome another.

    If its taunted its taunted. Some foes can resist taunt because they may have assault and some may have phaseshift and become untauntable for a period. Some wont goto the tanker due to a fear element like in burn, you cant pull to a burn patch.


    about scatter powers (repel, repel+fear or knockback) and how from my observations how they may steal aggro:

    Mudpot aura taunt pulse ticks say every 2 seconds, has a duration which lasts 1.5 secs unslotted.
    1 second after aura taunt pulse a scatter power is used causing some sort of dispersion.
    1.5 seconds after aura the taunt duration wears off, foes are now untaunted and will go for the caster of the dispersion power (rain of fire for example).
    2 seconds after first aura taunt pulse a new taunt pulse is cast by the tanker. Only those within aura will be taunted.

    Because there is a scatter its unlikely a tanker can taunt them all using aura alone hence aggro tends to be lost. The moment rain of fire is over the mobs got for the fire blaster unless they are affected by taunt, but because they are everywhere and aura taunt has to tick on all the foes and last long enough a duration for when rain of fire ends. Some foes may reach the blaster as its simply too difficult to run around all the foes and get a long enough aura tick on all of them just before rain of fire ends.

    Taunt duration from a punch (punchvoke or gauntlet) small aoe around foe MAX 5 hit will be taunted for something like 1.5 secs or slightly more due to size of damage and/or possibly secondary effect duration. The higher the level of foe the lower the duration from my observations as a lvl 2 tanker smacking levels 2-6. I hit a lvl 6 and immediately after a lvl 5 hit the lvl 6, the lvl 5 got the aggro.

    Auras have to renew their taunt ticks every so often and base duration of the taunt is slightly less than these intervals allowing a window for aggro to be taken. Took me 3 snapshots to slowly egg a foe from an afk invuln tanker (unslotted for taunt) showing just how fast invincible ticks and how small the window was, the nearer to the circumference of the aura the more chance i had of stealing the foe as it takes the foe less time to get away from the tanker.

    Taunt lasts the longest and from what i have seen looks like it could differ in duration like all taunts depending on level of enemy being faced to tanker. The higher the level and "possibly" and/or rank of foe the lower the duration. The higher the AV i have kited in the past the more frequent i seemed to of had to taunt.

    If your a tanker and you team with another tanker playing tennis with an AV, you can try deleting your taunt enhancements whilst the other one keeps theirs and have both of you taunting the AV together. I am sure the one with the greatest taunt duration wins.

    When there is no taunt involved the one with the highest damage wins the aggro but if the person doesnt continue attacking after a period of time the aggro can be stolen by someone using a less damaging attack.

    This is all from observations, i am not stating facts. I am still looking for answers but i am sure that if its taunted its taunted and no amount of damage will pull a foe under a taunt duration.
  5. First thing i did when i started playing was be an altaholic my tanker, defender, controller, blaster and scrapper all to lvl 20 so i have an idea of how they can work to help eachother better so when i got a kheldian well i kept being an altoholic because why change a good habit.

    My warshade was good up until i respec'd human/dwarf form at lvl 20 (free respec) i hated it and decided tri form was the way to go at 24 i think. I think once you find the right way to build for you, you start to enjoy it. My peacebringer is flawless to me imo by sheer fluke. I am staying triform with her and i cant see why fitness pool or anyother outside pool is needed for the life of me atm.
  6. I am saying if people had a guide things shouldnt be so bad, your looking at things from the now situation, there is no guide alot of people who even have 50's dont even know what a tanker does.

    I have tanked from low levels with every tanker but has to be said my invuln was lvl 10 when she got taunt whilst my others were level 4, its a case of being bossy, asking for cooperation, telling people what they can expect from me, asking them not to use certain powers that compromise things and making the best out of what i can get. We have even gone and done missions with no defender, basically on the back of: if i get all aggro, no one else needs their insps and can give them to me. Popping 2 lucks works wonders.
    I dont stand around, i'll log on and build a team for myself so i know i am gonna get the right support and not have someone else who has only the point of view of a blaster build one or lead one for me.
    I also wont have anyone dictate for me how i tank through how they play. (I didnt mind doing it once though with my firetanker to remind myself why its a bad idea and to see why new people have it in their heads the cant be done attitude, i died first in every mob!).
    I do see guides as a good thing to give people an idea of how not to build and how not to play. I dont like the words "cant be done" and "its impossible" its an "i cant do it, no one can" mentality.
    A guide bought in the shop with the game may help make a situation where people (through their little extra more knowledge) can start upping their settings because they build and play better in teams.
    As it is people just go PuGs *spit* and kick off with more soloable builds and less team orientated builds that would of provided ample support. I know i've been tanking +3 at lvl 6 purely because the defender had a great build of the bat (which is rare i know and thats part of the problem) and i kept aggro so no one needed their insps and gave them to me instead. No debt then so great fun.
    If i log on and cant see how i can build a balanced enough team together i do have other slots for other toons. My fire, ice and stone have tanked every step of the way so far since birth after ED but thats because i am pretty much past needing a guide.
    In lower levels people dont build as supportive a build as they could which puts tankers at risk and play in ways well some people just have to go and kill the anchor first.
    Due to the lack of guideness a calculation change to make it easier for new players playing tankers and to team as a tanker with new players perhaps should of been in place. I am sure the DEVs can make a lvl 5 team and play on settings other than heroic quite easy.
  7. Agreed, there is absolutely nothing offensive in the way i play my defender at all, she is all defensive. My immobilise, my hold, my repel, my sleeps and my disorient its all defensive. My defender is defensive.
    I dont want to ever say "whoops!" because we have just seen the AV take our tanker down whilst i was busy with my blasting attack chain. With there being nothing but heal aura thats soloable in the primary set i have a just look after the team mindset. Primary set->primary role->my primary goal.
  8. New Dawn

    AB slotting

    Mines 3 recharge, 1 end mod 1 heal and 1 end redux.

    If 1 heal enhancement aint enough i can always use healother.
    If 1 end mod aint enough i dont know what is but it should certainly allow me to go absorb pain on a tanker whose under severe end drain and when thats gone i'll use RA so they alternate.
    The end redux is incase i am somewhat low on endurance myself.
    If its ever not good enough i'll change it.
  9. [ QUOTE ]
    We're talking in very vague terms here if we're talking in terms of being SK'd up to the high 40s. I agree that generally if you've not got SOs then odds are you're going to struggle - but then; SO WHAT? The game is WAY too easy as it is and if your high lvl mates want your low lvl Kheldian to come along then go and give not one jot to the space you're denying to some poor high lvl toon who's looking for a team.
    I've played on A LOT of pickup groups and 95% of them are DREADFUL. I would rather take a low lvl toon belonging to someone I know to be a good player than an unproven high lvl toon.

    [/ QUOTE ]

    I dont have a problem with the idea of mates staying together its the people who make 50 or say they have on another server and seek high level game from people they dont even know in order to powergame. A little bit of fast xp never makes a bad player out of anyone, constant fast xp can do in my book. Just because you have made a good defender say doesnt mean you will make a or play a decent warshade. Whats the point in having a lvl 50 but not knowing enough or having played enough to even come close to being as good as you can be.
    I dont like the idea of carrying people or people getting to 50 not having much of a clue as to what their doing or what they can do because they've had someone else doing their job in teams for them and things happen and they dont even know how, what or why it happened. (For example low level tanker in a team with another tanker whose doing all the tanking).

    I know the game is social but its a game too lets not forget the game part, the game would be easy to someone who has been in good teams all the time and not tried to make a good team out of a bad one.

    Avoiding PuGs is just being L33T, i dont avoid them but its a case of i have to make them in order to get a balanced one. I have met my friends over time through them, i can make more friends through them, to avoid them is tarnishing everyone with the same brush and to not be there to pass on experience or gain any from other people. There are PuG players that may start missions completely shammy but learn to work together and move onto other teams with that added experience. There are people who are simply say" i pay, i play, my way - even if it means i cause teamwipes! " who are simply best avoided (could be those 95% of people actually:P). If your unsure about the type of PuGs you are joining then make the teams yourself and keep them balanced. Anyone that doesnt fit in by constantly refusing to cooperate for the good of the team just kick them. Thats what the kick buttons are for. Id much rather not sit here and confine anyone new to being a noob, sad fact is for me i often find the its sometimes the noobs who have 50's who turn around and say "I have a 50 there is nothing i dont know" then kills the anchor first. Its often the new people who are looking to adjust and willing to cooperate. The amount of people with level 50s playing new toons in PuGs who are absolutely shockingly bad is astonishing, some peoples powers do work against other peoples and it creates problems - "my caltrops under a tankers feet cant be a problem i have a 50 i do know this game"....that just makes me grrrr.
    I'm prepared to team with new people, to try and learn new things and i look for people who also give what i have to say a chance or allow me the proper chance to go about things my way.

    The game would be easy if you only team with the same people but i prefer to team with lots of people as i'll probably learn more.
  10. [ QUOTE ]
    A Tanker on the other hand is unfit to even survive if he tried doing his job for a large team at low levels.

    [/ QUOTE ]

    Incorrect. Unless you think tankers are meant to do their job without the right amount and kind of support and cooperation from the rest off the team.

    No guidebook in shops = more clueless builds + more clueless playstyle + more unbalanced teams.
  11. [ QUOTE ]
    Tickle

    They're effective enough - to use something as archaic as BI, Psychic Wail does 15 BI unslotted, compared to Blaster Nova's 12.5 BI unslotted. Consider also that Psychic damage is less commonly resisted than energy and smashing damage.

    Course, the modifier for blaster blasts is a little higher, but don't be underestimating the power of the wail.

    Foes sent to hospital are less likely to be a problem than disoriented foes.

    [/ QUOTE ]

    I know the full power of wail mate, i have it 6 slotted, tested it and thought meh. Against purples ill try to give people the time to escape. Of course i could pop rages but id sooner stock up on break frees or the strength of wills i so love from pvp.
  12. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    If Psychic Wail is slotted with Damage enhancements then there won't be any mobs left to kill you or the team, especially combined with Power Build Up from the Power Mastery epic. Also, it is very rare to have 3 members of a team mezzed at once.

    [/ QUOTE ]

    yes rare but not impossible, especially with DE sleeps, sapper aoe stun effects from its sap but anyway power build up + psychic wail 3 damage slots would probably only just manage to see an even white con foe dead. Still being an aoe could see a few white cons dead and finish off some other tougher foes.The higher level you face, the less likely the damage and duration would have an impact so thats why i prioritise duration. My concept with defenders is to save people over arresting foes.

    [/ QUOTE ]

    I guess you've never used a Defender nuke then - true they're not as powerful as Blaster nukes but they deserve more credit than you give them.

    [/ QUOTE ]

    No obviously i have facing purples and boy did i wish i had more duration on my disorients. Higher the level you face the lower the duration of secondary effects as well as them being harder to kill and it was a case of "boy i wished i had more duration". Again QoL thing i wish people stop trying to convince me of "correct" slotting. You slot to how you play. My absorb pain has 3 recharges in it is that mad? only if i am stupid enough to to stand in the way of aoes etc and use it too often or gain aggro for myself and have no one to help me out.

    power build up + 3 damage slotted psychic wail = white minion just about dead

    against a +3 minion its a tickle.
  13. standoff thats it mate im sure i remember a post being made about it now by bridger im sure although that may just be with aoe damage powers etc!
  14. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Clear Mind doesn't need recharges at all, it's back up again nigh instantly and no problem keeping the team Clear with nothing in the native slot. I tend to jam a range enhancer in there.

    [/ QUOTE ]

    As i said with clearmind due to your personal QoL you like to whip out clearmind on all of the unstatus protected in the shortest space of time. Dont believe Herobuilder for action time versus recharge. People play differently so needs are different. I dont wait for "zzz". I am reading buffs, if you no longer have cm ill give to you as soon as i can.

    [ QUOTE ]
    Absorb pain loves all the heals you can give it - but recharge is dangerous as you'll top yourself before you've noticed you're low. When the tank is struggling, you'll need those three heals in AP.

    [/ QUOTE ]

    [/ QUOTE ]

    I also try and keep CM perma (on squishies and anyone else with CM/ID etc for sure) but I would think that 3 recharge enhancements would recharge the power faster than the animation can complete, I have 1 recharge in it and I am not ever standing around waiting on it to recharge.

    [/ QUOTE ]

    My main reasoning on cm 3 rechg is QoL not "need" as a proactive buffer i read buffs, if you have lost the clearmind symbol i want to add it as the last thing i want to be is slept whilst other people need it.
    Mine has 3 recharge in it, when i am not hastened i have to wait a tinsy bit for it to recharge after my action time. Its not a need but i like to target cm, target cm, target cm and get say 7 ppl done in as less time as possible. Its the time it takes me to do 7 people I can notice time add up. On my defender i like things "now" add to that any minus recharge my way renders less effective.

    More than 1 rechg on cm can be a waste if your the type of defender to wait for someone to ask for cm or space out the buffs.
  15. [ QUOTE ]
    If Psychic Wail is slotted with Damage enhancements then there won't be any mobs left to kill you or the team, especially combined with Power Build Up from the Power Mastery epic. Also, it is very rare to have 3 members of a team mezzed at once.

    [/ QUOTE ]

    yes rare but not impossible, especially with DE sleeps, sapper aoe stun effects from its sap but anyway power build up + psychic wail 3 damage slots would probably only just manage to see an even white con foe dead. Still being an aoe could see a few white cons dead and finish off some other tougher foes.The higher level you face, the less likely the damage and duration would have an impact so thats why i prioritise duration. My concept with defenders is to save people over arresting foes.
  16. I got a tell from a stranger in st martial last night asking for his lvl 4 mastermind to join my lvl 39/40 team.

    Fortunately rather than get into a possible morality debate followed by a "you suck" comment for refusing him an invite i could just flat out tell him "no" because no one could sk him.

    Low levels in high level teams lessens the chance for other high levels to find teams and for lower levels to find teams and for low levels to learn from experienced people. Poorly balanced teams are only of benefit to those causing it to be unbalanced.

    It also means you are most likely giving as easy ride for someone who will forget you the moment they no longer have a use for you.

    Just because someone has a lvl 50 br/regen and has rolled a low level doesnt mean they know the game. They might know something about the game from a scrappers perspective and little more. I prefer to know people who really grow to know their toons through alot of experience and not end up teaming with 50's who you have to explain things to for the benefit of themselves and the rest of the team.
  17. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Personally I think a lot just don't know any better.

    [/ QUOTE ]

    Agreed.

    A taunt has a maximum cap of 5 foes, right? That's kinda sucky.

    Shrug.

    [/ QUOTE ]
    One thing I always wanted to ask, on the Taunts with a tohit check(Kheldian Dwarfs and Provoke)the cap is always 5?
    Or is 5 people hit?
    Because I clearly remember taunting a mob with my Dwarf Antagonize a second after my SK has gone to Hospital(don't say nothing..)and seeing like 8-10 'MISS' in that mob.

    [/ QUOTE ]

    Any AT with a taunt can gain the attention of a whole mob through taunting but only as many as the taunt is designed to hit will be taunted. The rest will come, but will be untaunted. The taunted ones will go for the taunter for as long as the taunt duration lasts and perhaps if unattacked. The rest will start off by looking for the taunter but suddenly could because they are untaunted and its in the AI go for anyone else they see, especially if anyone else is more forward than the taunter.

    So far with my observations with antagonise, when i have seen it hit, it hits 5. When i have seen it miss it completely misses all 5. Bosses could easily undergo a lower taunt duration than a minion by my observations. But i rarely have to go into dwarf form and spend alot of my time blasting in nova.
  18. Standing there taunting from afar can cause a perfectly grouped up mob (good for cones, aoes, pbaoes, debuffs etc) to splinter.
    It doesnt stop people with no idea about perception from running in and it means some or most of the mob can be untaunted at any one time which is not good for highest damaging squishie.
    If a mob is too close to another group, pulling the mob back from the nearest group is the safest option. Preferably to an outside corner to regain tight groupage to maximise the effects of cones, aoes, pbaoes, debuffs etc, keep control over the mob and have a wall for people to offer their knockbacks to. Columns are second best as herds can split around them but failing to be able to do either pull them back and reherd, bringing the ones that become or who are melee to the ranged.
    Sometimes tankers who do often have a good idea of enemy perception may say "dont pass me" but sometimes someone does despite having a football field of space on one side to fight from and pulls the next group. This could be some scrapper who has their target on follow to keep on them and has had a blaster direct their knockback toward the next group.
    I also sometimes think it must takes years for some people to master the "wait for the herding process to finish before attacking". It wouldnt surprise me if some tankers actually gave up trying to completely tank properly because of the teams they end up in, pulling to a safepoint and herding up isnt exactly hard. If i am not allowed to fulfil my tanking role with a team because they are impatient (attacking whilst i am herding) or careless (running past the tanker and straight round a blind corner without peeking) i'll go play another toon. I get instantly frustrated watching people make lvl 3 mistakes.
  19. [ QUOTE ]
    Clear Mind doesn't need recharges at all, it's back up again nigh instantly and no problem keeping the team Clear with nothing in the native slot. I tend to jam a range enhancer in there.

    [/ QUOTE ]

    As i said with clearmind due to your personal QoL you like to whip out clearmind on all of the unstatus protected in the shortest space of time. Dont believe Herobuilder for action time versus recharge. People play differently so needs are different. I dont wait for "zzz". I am reading buffs, if you no longer have cm ill give to you as soon as i can.

    [ QUOTE ]
    Absorb pain loves all the heals you can give it - but recharge is dangerous as you'll top yourself before you've noticed you're low. When the tank is struggling, you'll need those three heals in AP.

    [/ QUOTE ]

    Its a percentage heal 2 heals take you over 100% hp heal you cant give more than 100%. 3 health slots is superflous.
    Nothing wrong with recharges in it either absorb pain dont get you killed, your team mates/your position/or the fact that you brought aggro onto yourself gets you killed.

    [ QUOTE ]
    On a much motre minor point - once you've stamina up and running, a second end reduction in teleport is possibly superfluous - slot a third range and challenge people to races along the whole length of IP.

    [/ QUOTE ]

    It takes 2 endurance slots to perma tp about with no endurance loss and still apply buffs inbetween tps, something i do in pvp zones. A still target is a dead target and what am i dead? useless.

    [ QUOTE ]
    Psychic wail doesn't need slotting for disorient duration, theduration on it is already big enough that you can happily use it to create a window to get the team away.

    [/ QUOTE ]

    well the 3 dazed ones waiting for you to clearmind them before they can get away wont think so, but thats a scenario that basically never happens.

    Defender attacks are poo, i much prefer control effects for defenders the lower the action time of them and the higher the duration of them the better. Better to control foes than tickle them in a team imo.
  20. Pulling a foe from an idle tankers invincibility that is unslotted for taunt is totally doable especially as you go up in levels the window of no taunt duration is long enough. I'm only just finding this out as my first slot was always taunt and i am found out pulling a single foe to an afk tanker whilst i waited.
  21. The colours are annoying, but its quite a good team build! i like it! come be my defender! but some of the slotting pre and post 30 have caught my eye. I know your midway but as a 50 empath here are my overall thoughts.

    Heal aura 3 rechg 3 heal although i dont spam it i feel there is no need for an end slot and just knowing i can achieve highest healage per second is nice, same could be said for heal other. Bugger the "look at my heal figure aint it a tinsy bit better".

    Absorb pain 1 heal SO and you have a 90% of someones hp healed aint that enough? Anymore than 2 i wont see sense in.

    Resurrect 3 recharge slots is for omg teams. Maybe if you had higher healage it wont be so bad.

    Clearmind 3 rechg is good if you are a proactive buffer like me ie give people clearmind before they fight as quick as you can and as soon as the buff symbol goes add another if possible but preferably whenever you can. I dont want people saying zzz whilst i am zzz'd you know what i mean? oh and dont believe herobuilders figures on this one!

    Maneuvers doesnt actually do alot, its like a lazy power as its so low in additional defence most of the time it would help hardly ever in my eyes, so i'd start fitness pool.

    Fortitude is an absolute beaut there is enough tohit there to go against +5's with anyway so slotting for tohit buffs does next to nothing, having it 3 rechg'd means you can keep 3 people perma'd. Now with 2 or 3 additional defence slots you are seriously minimising the amount of healing you are required to do. I usually fort the tanker and anyone that would require me to spam heal them so that i dont.

    Health do you need it? a couple of heal auras and your back to full health. If hurdle aint worth getting then ok as it buys time but i wouldnt slot it 3 health.

    Stamina 4 end mods? should be 3 and if you say 4 to me ill eat a kitten. An extra endurance slot in ldrships is probably worth more than that end mod or better still stealth!

    My RA's are 3 rechg'd which is nice, you can afford to stop there, i dont. Sometimes i dont realise how low on end i can be so i have an endurance slot in to knock the cost down so i can use it on lower end. Plus I have 2 heals or mods from playing my tanker under alot of end drain and noticing the difference between nice RA and really nice RA.

    Stealth is poo defence you have heal aura for your survivability plus your position in teams matters ie dont stand in the way of attacks. Mine has 1 slot for endurance and i am careful where i stand.

    Psychic wail 2 acc 1 end 3 disorient for that moment of despair that never happens. If the teams in a small room (personal no no) with major area of effectage and i cant heal everyone enough at once so i just hit it and pop a blue. Healing through the doorway or superspeed in and out is my norm.

    Temp invulnerability 3 dam res you mean and 1 end not 3 rechgs. Its rechgd in 2 secs.

    Id suggest maybe vengeance (at 50) instead of maneuvers early through respec, you can slot your epics better too then. Vengeance is sweet!
  22. [ QUOTE ]
    [ QUOTE ]
    You can not steal aggro from a taunted foe without taunt

    [/ QUOTE ]

    Again, untrue. Try the DE Devourer's, they will run back and forth between the two highest 'vokers. Be they taunt or damage. Stase and me used to play ping-pong with them. (Inv/Clw Scrapper and En/En Blaster)

    As Bridger has said, TAUNT paralyses aggro. You can lock someone onto you using TAUNT for the duration, but Taunt in Invince-voke, Gauntlet or any of the other 'vokes just increases the aggro.

    [/ QUOTE ]

    i cant see how you have unconfirmed what i have said. You can not pull from a "taunted" foe without taunt.

    "Yes, any 'taunt' effect will overide aggro caused by damage for the duration of the taunt." - Bridger
  23. New Dawn

    AR/Dev/Epic...?

    Body armour a low res to smash and lethal passive just 8%base but whilst your being hit by all the other damagetypes its a wasted power choice, good though that its a passive.

    Cryo freeze ray a really nice hold to have good recharge too once its slotted well to hold 2 foes at once easy.

    Sleep grenade will drop toggles of any "squishie" so thats like acrobatics down now hit with a hold "cryo freeze ray" but then you could do that with beanbag but not against some corrupters and masterminds. Also in pve in a omg situation its your mass hypnosis power.

    LRM is a long range M30 grenade but with almost 3 times more punch and sniper like range and interruptability. Should hit 10 with almost the damage of snipe.

    The mezz attack powers are of disappointing of low duration in PvP imo a tad too low leaving PvP more down to the taking and giving damage.

    Considering ar/devs toggle dropping powers are in the mines and timebomb, sleep grenade is nice.
  24. my terrify is:
    3 acc'd<--good as can i really afford to miss?
    2 rechg<---ok
    1 tohit debuff<--wondering if this is good or not still may go and rechg it

    I have hasten and my endurance is pucker there is no running out because of stamina and RA. Generally i find in teams no sooner have i controlled the mob they are all dead so how much duration you need comes from soloing.
  25. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Whoops just tested it tonight...Invis DOES block Invince-voke.

    [/ QUOTE ]

    ...Haven't I been saying that for months?

    Sheesh. Men.

    [/ QUOTE ]

    I have never tested it because i simply have never needed to disprove it.

    Tanker auras from what i can gather

    Chilling embrace - taunt autohit
    Mudpots taunt - autohit(small window of no taunt duration)
    Invincible taunt - autohit
    Blazing aura - gauntlet(small window of no gauntlet duration)

    You can not steal aggro from a taunted foe without taunt, some foes can be unaffected by taunt for a duration and taunt duration lasts less and less longer the higher the level of foe you face. To get aggro from a tanker the foe has to become no longer taunted. Gauntlet apparently scales with the size of the amount of damage in the attack and is extremely short in duration (like a couple of seconds but seems to me secondary effects could elongate this) its almost more of "a turn around and hit me instead power".

    [/ QUOTE ]

    after testing today invincible taunt has a window too, all windows close with 1 taunt slot (hence i never knew) and the aoe effect of invincible looks to be the same as mudpots.