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Posts
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Joined
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I finally got to level 20 with a Praetorian the other night, and I received two missions to get myself to Primal Earth. Does it matter whether I take the mission from Marchand or Calvin Scott?
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I'm looking to finally make a Corruptor that I can stick with this weekend, and I have a concept I like but can't decide on the primary. I've already decided on /Dark as my second, but the only thing I know I want out of the primary is that it has to be a weapon based set. How do Archery, Assault Rifle, and Dual Pistols compare on Corrs, and how well do they mesh with /Dark?
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Personally I think something that would be more likely to come up or just more useful when soloing rather than something that automatically kicks in when not on a team would be better. Like say, a damage or recharge buff dependent on your health like old Defiance.
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so if Perfect Zinger procs every 10 seconds in a taunt aura, will it have the same interval in a damage aura or will it proc for every damage tic?
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1)Regenerative Tissue: +25% regen for 120 seconds would be effectively on all the time if slotted in a passive?
2)Perfect zinger: Chance for Psionic Damage, would this work if slotted in a Tanker's taunt aura? -
Quote:I had an Idea similar to this, only it would be based on the ratio of enemies to players around the tank. It would be Mobs/Allies, with minions counting for very little on the mobs side, while Bosses and above counted a lot. Sturdy AT's like other Tanks, Scrappers, and Brutes would count for very little, while squishier allies like Defenders and Controllers would count for more. That would reward the tank for keeping mobs off the squishies, not penalize them for the scrappers hang around the mob pile to do damage, and even help with stackability: the second tank could gather another spawn, increasing the ratio and giving a bigger damage boost.I had a previous suggestion that made Gauntlet into a mode switch: one mode for aggro attraction, another that increased DPE either through end reduction or damage buff but switched off the taunt effect. Too complicated, apparently.
A simpler version would just give Tankers a damage buff when sufficiently far from allies. Just off the top of my head: +50%, -7% per ally within 40 feet. Conceptually: the Tanker can only safely use his full power when no allies are in harm's way. Mechanically: Helps soloing, especially at low levels when DPE is bad; gives the second tank something to do - run off and start rampaging elsewhere, using the superior survivability to gather and soften spawns before the rest of the team arrives.
Of course, this also makes Tanks the only AT directly penalized for teaming. And people tend to overvalue personal performance while undervaluing team performance, not realizing (or not caring) that sacrificing 10% of your own DPS to increase team DPS by considerably more is a net win.
...but seeing as so many people seem to be opposed to a damage buff, how about an aggro mechanic that allows tanks to share aggro? As in if two tanks were back to back, each tank would have the other's base threat added to his own. Or something that allows mobs to effectively treat multiple tanks as one entity for aggro purposes. (I'm really not that familiar with how threat works, please don't get too mad if I'm suggesting the impossible.) -
Try selecting the "Scales" portion instead of Colors, that made my animations work
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If you stack rage (which you can do with 3 SOs and quickness), you won't have to worry about the defense penalty of rage. If you are planning on hasten, with SR you have three click powers you're going to have to monitor - that's the only reason I never rolled a SS/SR.
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So having perma-Rage removes the crash associated with it? Or did you just mean that the Damage compensates? sorry if its a noob question, i've never tried any 'perma' builds before. -
I'm going to roll a Brute this coming week and was looking for some advice. I decided on SS as a primary, but can't pick a secondary. I'm waffling back and forth between Inv, WP, and SR for, and wanted to know how the three would mesh with SS. Also, when I'm opening my travel pool (likely Leaping) should I take the attack for fury purposes, or the movement ability?