NuclearMedicine

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  1. Great guide! Pretty much sums up the set.
  2. Just watched it, funny stuff, thanks for the link.
  3. I think that's mostly your Taunt Aura working as intended. Gauntlet may help with that a bit, but Chilling Embrace is by far the most effective Taunt Aura around due to its active slow component. Also are you slotting Taunt Enhancements in your attacks? Because as I understand it that would help. The way I see it an Inherent Power shouldn’t require Enhancements. Not much of an “Inherent Power” if you have to do that.

    I run mostly Fire/* Tanks, but I do run some of each of the Tanker Primaries. Of all these my Ice/Fire tank does the best of holding aggro, and that is due to Chilling Embrace.
  4. Closest I’ve come to figuring Gauntlet out is, you have to slot a Taunt Enhancement into an attack to make it work “right”. Having said that…who wants to slot Taunt into an attack when we need Damage, Accuracy, Attack Rate Increases and Endurance Reductions? Answer: Not me. So IMHO Gauntlet is a useless power, pure and simple. Besides I don’t really understand the point of it since our defenses have been reduced so drastically. It seems a more appropriate Inherent Power would be some sort of defense or resist. You know, the lower your Hit Points get the tougher you get or, even something like Brutes Rage, only to a lesser extent. Then Gauntlet would make sense.
  5. First off I would like to thank all the posters to this thread as there are some excellent solutions, suggestions and ideas on how to “fix” Burn without turning it into a worthless power and punishing the builds that include/require it their character concept/design. That said I would like to add…

    I would have to agree with elfgirl. I have a level 33 Fire/Ice tank and frankly there are not a lot of options available to us attack wise. Ice is a well acknowledged weak power set and there really are no equivalent powers to Brun damage or effect wise. So, reducing Burn to its current state on the test server makes playing our tanks very unenjoyable and quite boring.

    I tried my Fire/Ice Tank on the test server and this is what I experienced. At level 33 I hit even con mobs and mobs up to 2 levels higher, what I found was that mobs (white) slipped and stayed in the Ice Patch while I applied burn. Damage was 7 point a tick (meh, okay, I won’t complain about the damage). Lieutenants and any yellow and above where bounced out of the patch (confirming Warjax’s statement) and when not knocked down or back (I thought Ice Patch was supposed to do knockdown, not knock back) they had no trouble fleeing the Ice Patch altogether. So between knocking them out of the Ice Patch, fleeing from the Ice/Burn patch and the reduced damage my tank was left standing wondering what to do next. Yes, I did use taunt, and yes, I have Blazing Aura slotted with taunt instead of damage. Add to this the now insanely long recharge time (even with Hasten fully slotted) (btw, Hat_Guy’s numbers on recharge seem pretty consistent with mine) and my tank becomes BORING to play.

    My main suggestion at this point would be to keep the damage the way it is on the test server now, change the recharge time so one Burn patch can be applied after another (but not have them stack, like the Controllers pets in I5) and get rid of the Fear. I liked Oloneye’s suggestions for alterations of the power as well as many others.

    Once again I would like to thank the Tank community for all your thoughts and contributions on this matter maybe we can somehow preserve Burn as a useful power.