Stylina

Apprentice
  • Posts

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  1. [ QUOTE ]
    I am convinced that the inherent taunt of Gauntlet is far weaker then the tanker's primary power Taunt.

    [/ QUOTE ] This is correct. If you use Taunt, the power, on 5 mobs standing in another tanker's aggro aura they'll come to you.

    However, no amount of blasting/debuffing from a non-tanker will pull aggro, and that's the value of gauntlet.

    Read Circeus' So you want to know about taunt thread for complete info.
  2. [ QUOTE ]
    [ QUOTE ]
    You're aware that aggro auras holding aggro so effectively is a consequence of Gauntlet, correct?

    [/ QUOTE ]

    Not for Invincibility, it isn't.

    [/ QUOTE ] _Castle_ said: (earlier in this thread, in fact) [ QUOTE ]
    Gauntlet is a generic name for a variety of powers which all include an inherent 'Taunt' effect. The text says "Each time the Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker."

    So, what is an attack?
    [..]
    * Any 'Aura' powers you may have, such as Icicles or Invincibility.

    [/ QUOTE ]
  3. [ QUOTE ]
    [ QUOTE ]
    I bet you if the Devs take away Gauntlet but still leave the Gauntlet icon on...no one would be able to tell that it's gone.

    [/ QUOTE ]How do you know it was ever there?

    [/ QUOTE ] I know it's there because when I turn mudpots on, nothing except other tankers can pull aggro off me.

    You're aware that aggro auras holding aggro so effectively is a consequence of Gauntlet, correct?

    PS: Well, really dumb people with knockback sets can pull aggro off me. But that's not my problem.
  4. [ QUOTE ]
    Defender's Inherent is still useful in that it actually help with the endurance a little,

    [/ QUOTE ] Vigilance is absolutely useless. When your team is dying, endurance will not help you keep them alive. Decreasing recharge will. Increasing the effect of your powers will. And even then, not always.

    Sonic and FF are fire and forget. You buff your team, then you are, for the most part, a gimped blaster. Once you've handed out your buffs, you're done paying attention to your primary. More endurance may help keep the dps rolling, but it's not a whole heck of a lot of DPS, unless you're significantly buffed from another defender. Vigilance won't save your team.

    TA spams all their debuffs at the beginning of a fight, then switches to blaster mode, just like ff/sonic. More endurance won't save the team.

    Kinetics never worries about endurance in the first place. Stacking endurance on a toon with infinite endurance is just dumb.

    Dark and Rad can drop into endurance conserve mode and not really worry about it. If the Rad/ has AM up, he doesn't have to worry about it at all. The Dark/ can lean on their pet pretty hard as well, and fluffy doesn't suffer from endurance problems.

    Emp defenders get milage out of Vigilance if they're noob and six slot their heals for heal/rech, don't put slots into Fort or cast it on the wrong targets or got behind in rebuffing fort, and don't have Recovery Aura up. If all of that was true, they can benefit from Vigilance.

    Storm gets milage out of it because Storm is so endurance heavy, and endurance can often be a reason for not using some of their abilities. Good for them. They get to be on the cool kid's team.

    Vigilance is useful to people who don't take fitness though. Or for people who don't believe in slotting for endurance. But defenders, (other than storm/) more than any other powerset other than /regen scrappers, are the easiest to build to not suffer from endurance problems.

    I can't believe you're talking about inherents, and didn't mention containment. It's the best inherent in CoH. Double damage, all the time? The only catch is that I have to do my job? Yes please.

    Behind containment is scrappers and their crits. Then there's Gauntlet. A ways behind Gauntlet is Defiance, (Defiance gets PvP cool points) and if you pull out your dousing rod, you might be able to find the dead, rotting corpse of Vigilance floating somewhere in the bottom of the barrel.
  5. [ QUOTE ]
    Try this link instead.

    [/ QUOTE ] Linky broken. Try www.badge-w h o r e.com/vidiotmaps/ instead. Without the spaces.
  6. [ QUOTE ]
    What is this "pay-purr" of which you speak?

    [/ QUOTE ] Nono, it's pay per. That's in I7; they'll be nerfing contacts so we can't get instances from contacts anymore, only the kill X missions and the "look at the pretty statue" missions. If you want instances, you buy them with your credit card on the PlayNC site.
  7. [ QUOTE ]
    Unless I am mistaken, even dead mobs have an acc score, while dead mobs are automattically at 0 end. Kinetics drains end to heal, thus no end means no heal - twiglight grasp mearly gives an acc penalty. So that would be the reason why the "Kinetics Death casting bug" exists, and no such issue is there for the Dark defender.

    [/ QUOTE ] Nope. You can still tranfusion/transference off a mob with 0 end - as long as they're alive; and it still gives you the same amount of healing. Kin/elec build their entire character around this effect- short circuit, and then trans/elec everything to keep them at zero end. It doesn't take a lot of +def, +res, -acc, -dmg or +healing to mitigate damage dealt by Brawl.

    The way I interpret the bug is thus: transfusion (and transference and FS) have two different effects. The end drain, with a to hit roll, has the neat ringy graphic. The other effect is the heal enemy effect, which is 'cast' by a mob/player when they get hit with transfusion. Since dead mobs cast no buffs, the heal never goes off. The player is casting the end drain- so the graphic shows up regardless. In the case of siphon power or twilight grasp, the player casts both the debuff and the buff; it doesn't matter if the mob is dead.