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Posts
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Anything and everything I have in my iTunes. From Arctic Monkeys to house to Tenacious D.
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Taunt auras mean stuff close into melee. You know, the place where you do the most damage?
Taunt auras make stuff huddle up nicely to get mown down by AoEs or packed into debuff areas.
Taunt auras help take aggro off squishier teammates. Yes, Scrappers are squishier than Brutes and Tankers but you know what? I can eat inspirations to boost my defense, resists and restore hp. I can't pop inspirations to taunt mobs. -
No, compared to the Scrapper it is a disadvantage. Brutes will hit the pet damage cap sooner than a Scrapper, so the Scrapper gets more benefit from Fulcrum Shift. This doesn't mean LR/SC are bad for Brutes, just that they're better for Tankers and Scrappers.
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Quote:Nope!Varies by tank, of course. You're probably not pulling aggro off Shield Tankers, and probably not Invuln Tankers either (those two have the strongest taunt auras). It would not surprise me at all to see Shield Scrappers and Brutes stealing aggro from Willpower Tanks, however, or other tanks with weaker taunt auras.
I was pulling aggro off a SD Tanker with my SS/FA Brute the other day and also:
Quote:I've had aggro pulled off my Shield/Fire Tank before, even when I was spamming taunt. And I've pulled aggro off of Tanks with my Fire/Shield Scrapper. Shield Scrapper can steal aggro, even from Shield Tanks, just that if the Tank isn't bad, they'll be able to take it back. -
Uh, what? No, I'm pretty sure Romulus is just a regular AV in that regard.
Aggro has nothing to do with how much damage you're taking. You think Statesman is going to peel off you because he brought you to 1hp and thinks well gee, they learned their lesson?
Scrappers with taunt auras can and do pull aggro off Tankers because they do more damage. If you read this (specifically the formula Castle posted for threat) you'll see damage is a factor in it. -
If I had meant a couple of foes turning to take a pot shot before turning back, I'd have said so. I don't see how the aggro cap is germane since again, if I had meant random loose aggro caused by the Tanker being at the cap I would have said so.
I meant properly pulling aggro from the Tanker. For example, Scrapper and Tanker beating on Romulus. Tanker has aggro initially, then Rom turns to the Scrapper and focuses on him for the duration of the fight. I've seen it happen on many teams, including many where its been my Brute or Scrapper who has wrenched aggro off the Tanker. -
Quote:Rad/Dark is a good combo, as just about anything /Dark is. Rad does bring -def to the table, which /Dark is lacking and has pretty good damage. As you say, its mostly overlooked because Fire does so much more damage.Serious question, not promotion of sets, but why has rad/dark been over looked? I solo on mine quite easily. Probably any /dark can be easily soloed for that matter. It does seem that the debuffing factor of the rad/ gives good survivability. Is it the damage output that has put it off the radar?
I do have to agree, fire/dark.....grief, I feel like I am cheating when I play my fire/dark! Once he got fireball, rain of fire, tar patch, and darkest night...it was all over but the collecting of xp and goodies.
I'm not sure what you mean by the debuffing factor of Rad helping your survivability though. Rad debuffs defense, which makes it easier to hit the enemies. That doesn't really factor into your survivability, except for making it easier for your /Dark debuffs to land I guess. -
Quote:This. Don't underestimate the effect that damage has on aggro. Of course, a Tanker that isn't bad is somewhat of a contradiction in termsI've had aggro pulled off my Shield/Fire Tank before, even when I was spamming taunt. And I've pulled aggro off of Tanks with my Fire/Shield Scrapper. Shield Scrapper can steal aggro, even from Shield Tanks, just that if the Tank isn't bad, they'll be able to take it back.
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Quote:If its just AAO, the Scrapper will still wrench aggro off the Tanker most of the time because they're doing so much more damage.Unless the tank is SD too. One advantage of a Tanker SD not mentioned is how effective AAOs is as a taunt aura, probably more so than Invincibility. Since it's a debuff too (to all dmg types), things that get near you will most likely stick with you, and this is coming from a primarily ST SD/DM Tanker player.
Even though so far he's built more as a 'back-up support Tanker', I find he out tanks any Brute or Tanker he encounters on teams...and I usually don't try to
So far, his only senior seems to be Granite Tankers (in survival) and ToHit debuffs. Even enemies with ToHit buffs can be decently mitigated by popping One with the Shield and an orange inspiration -
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Quote:A melee character? Tsk tsk, that won't do at all.Well, I was just removed from my SG today, which was a big surprise, so now I'm sort of in a rush to find a new home. I think I'm going to be looking at making a slow transition from Virtue to Champion over time...
I sent out some global invites and asked for invites into BMT and Champions United. For the record, my global name is @runt9, if anyone would like to add me. The only toon I have over on Champion right now is Random Scrapper, just so I have something over there for free. As time goes on, I'll probably begin moving toons over there. I look forward to teaming with some of you soon -
Fire.
Firefirefirefirefirefirefire.
As others have said, Elec is okay but the -end/-recov works best if you have stuff from your secondary to pair it with. Elec really works best with /Kin and /Therm.
If you want a more team supporty set, Sonic would also be a good primary. Great resistance debuffing for teams and an incredibly safe soloer, only downside is absolutely pisspoor AoE.
But.....since Traps is pretty safe by itself and all the AoE debuffs beg for AoE damage, firefirefirefirefire :3 -
huff puff I heard epic trolling opportunities and got here as fast as I could
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My personal preference is to slot PGT for enh values and set bonuses. While Traps can be a monstrous procbeast, I'd rather get bonuses and use my primary (Fire) for damage. Going for a lot of recharge allowed me to pump out my high damage/AoE powers from my primary and have my secondary powers up asap.
I can see proccing being a more tempting choice for primaries that don't have as much absurd damage as Fire, but not at the cost of enhancing the core aspects of a given power. Damage procs are nice in PGT, but maxing the rech and getting good acc/hold comes first.
What I went for was 5 Unbreakable Constraints. Best damage proc possible in it, great acc/hold/rech and great bonuses. -
Nooooo, this is part of the reason Traps has a reputation for being slow. Toetrapping is a perfectly viable and effective way to play Traps. Luring is for solo play, toetrapping is for teams.
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PGT has the most powerful -regen debuff in the game. Only EMP/EMP Arrow have the same level of -regen and they have vastly longer recharges and shut down your recovery.
For reference:
-25% regen: Poison Dart (15s, 4s recharge)
-50% regen: Twilight Grasp (20s, 8s), Transfusion (20s, 8s)
-500% regen: Heat Exhaustion (40s, 120s), Benumb (30s, 120s), Lingering Radiation (30s, 90s), Howling Twilight (30s, 180s)
-1000% regen: EMP (15s, 300s), EMP Arrow (15s, 300s), Poison Gas Trap (30s pulsing, 90s)
PGT is the daddy of -regen. As Deacon said, you need to apply damage to notice it. It'll flatline the regen of pretty much anything, so whatever damage you do will stick. -
Zombeh_Defender, wat. That doesn't make sense, Defenders don't have massive damage or Fire Blast >.>
AzureHaze, I've actually made a Fire/TA Corr, he's only about 19 or so. It's a currently shelved project. Not put together a build for him yet, but if you put something together in Mids and PM me I'd be happy to look over it and give you some pointers.
LoveLife, Cheers, glad you enjoyed them