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Not only is it not necessary, but I manage my AV soloing build w/o Tough/Weave. In fact, I manage ranged def caps on pretty much all my 50 controllers w/o Tough/Weave (thos this may change w/I17). Then again, maybe if you're farming/cherry picking S/L dealing mobs, Tough/Weave are more useful? *shrugs* But for most cases, QS is far, far more useful than Tough/Weave will be for controllers. YMMV and all that, I guess.
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Most ppl who post on the forums are good about slotting and IO'ing bonuses and thus have high Acc/To Hit bonuses. I'm no exception, but I still lead w/QS as much as possible for the -Def. Remember, just because you have a high accuracy, doesn't mean the rest of the team does. Also, there are enough debuffing mobs in the game where I always like having an auto hit Def debuff (unlike say Rad, which needs to hit first). It recharges and casts fast, has a nice area, and a good slow to boot. No way I'd ever skip QS.
Someone described how I feel about SS above as a luxury, i.e. nice to have, but optional. I currently skip SS on all my controllers and even my Cold defender, though I'm reconsidering that last. For stuff like witches and any flying/scattering mobs, SS is wonderful to have, but it doesn't happen nearly enough for me to want to devote a whole power to it, esp if I can ground them w/an immob. -
Quote:Yeah, just depends on the timing of the nuke vs. the tick of recovery or something like that. W/just AB or say Heat Loss that hits 10+ mobs, I can nuke and immediately start to recover end, which means every so often I get to keep my toggles. Not usually, but just to estimate, I'd say 1 in 4 nukes or something like that.That is not something you can count on or plan to do, its just a sometimes you get lucky thing. It might happen more often with very high +recovery, like if you had AB and two recovery auras.
I'm actually going to start doing this w/my Cold/Dark fender more: (big crowd +) HL -> Sleet -> Blackstar -> immediate end recovery. Pure win. -
Not that this would ever happen, but...
I would get rid of vendor options for recipes & salvage. Force those to sell at the market to increase supply of less than desirable items.
In exchange, create a mechanism to ensure there's always a buyer, which is to say if there are no "live" buyers, have the store buy it at current vendor prices. This would mean current sellers face zero loss of income if they were going to otherwise vendor the stuff. Then, these items would enter into an inventory which could then be purchased at vendor prices x2 (or whatever the usual markup on SOs and such are).
What, going to the market to vendor stuff is a PitA? I agree! Give us at least limited Wents/BM access from every store & quartermaster. This whole, paying higher for like-origin store concept is antiquated back to when 10~50K meant something. Just give ppl access to every origin and each store, as well as a marketplace interface. This is a pure QoL win for all.
From the seller's PoV, for high demand items, it's business as usual. If you're going in looking to vendor a low demand item and someone happens to have a bid out for it, you'll get more inf (assuming that bid is more than vendor prices, which it'll now have to be to ever fill). If there's no "live" demand, you'll get your usual vendor prices anyway. Chances are good though that you'll score something better. This also eliminates ppl vendoring purples or whatever, either through ignorance or a bad miskey (people who want to eliminate those from the game for whatever reason can still delete them).
From the buyer's PoV, okay, no more stealing stuff for 1 inf (shakes fist at cheap bastiches who do this!). You have to pay a minimum of 250 or 1000 or whatever miniscule inf for the high supply stuff. BFD. If there's no supply, well, there wasn't going to be any supply anyway, but for those cheap/low demand items (mid level snipe set, anyone?) that most ppl just vendor, there might be some cached supply in the market.
No, this doesn't address things like inflation, rarity of purps and the really high demand items, etc, but I don't see those as necessarily problems. Rare items *should* be hard to get. What shouldn't be so hard to get are the cheap drops that get removed from the game from ppl vendoring them.
Seriously, what's the downside? -
Quote:While SS does indeed beat out Ice, and likely Elec, it's not by much.10 Melee Sets
For AOE thanks to rage and footstomp together SS beats out....
1 Stone
2 Ice
3 Energy
4 Electric
5 Dark
To me that seems like SS has better AoE capability than half the other tanker sets.
AoE order is:
Fire > SS (or Elec) > Elec (or SS) > Ice > everything else.
Why you have Elec & Ice lumped together w/EM, Stone & Dark (3 three AoE bottom feeders), I have no idea. It's not even close, really. -
Quote:He didn't? His latest quote was this.Quote:
Originally Posted by EmperorSteele View Post
Posi said something about how merging the markets would eventually be a Very Bad Thing according to their economic forecasts, and that they have plans in the works to fix the markets.
Quote:Current plan (EVERYTHING is subject to change once beta testing begins):
You take enhancements, recipes, inspirations, and slotted enhancements with you. Inf. goes into escrow along with Supergroup status. Escrowed stuff is returned to you when you switch back.
As for market problems: yes, we know what the specific problems with the markets are and yes, we have solutions to those problems in the works that does not involve having to merge the market. We did some "economic forecasts" of what a merged market would do and were not happy with the NEW problems that cropped up in that crystal ball. Our upcoming solution hopes to tackle the current problems without making new ones. -
Okay, I finally did my DPA calcs for VEATs and the patron powers. Seems that Ball Lightning kicks Bile Spray's behind, 42.97 vs. 22.98 (lvl 50 base DPA). Even with the extra 20% of tox res debuff, BL comes out way ahead. Plus the Mu immob prevents KB from Frag Grenades, and it just fits my concept better anyway, and it looks like Mu is by far the winner. Oh, and the 16 max targeting thing is nice too.
Modified build, which hits AoE def cap too, at least til I17, after which it should still be close.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
SoA Build: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(13), Decim-Build%(31)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dam%(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rng(23)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(17)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(43)
Level 14: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(15), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(34), Posi-Dam%(37)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(19), RgnTis-Regen+(23)
Level 20: Frag Grenade -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(21), Posi-Dam%(21), Posi-Acc/Dmg(34), Posi-Acc/Dmg/EndRdx(40)
Level 22: Mental Training -- Run-I(A)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), EndMod-I(25)
Level 26: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27)
Level 28: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(29), Aegis-Psi/Status(29), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam/Rchg(40)
Level 30: Serum -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Mrcl-Heal/Rchg(34)
Level 32: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(37), GSFC-Build%(42)
Level 35: Summon Spiderlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Dmg/EndRdx(37), BldM'dt-Dmg(42)
Level 38: Call Reinforcements -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Rchg(39), ExRmnt-Acc/Dmg(39), ExRmnt-+Res(Pets)(40), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(45)
Level 41: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(46)
Level 44: Electrifying Fences -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Det'tn-Acc/Dmg/EndRdx(46), Det'tn-Dmg/EndRdx/Rng(46)
Level 47: Ball Lightning -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Acc/Dmg(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Conditioning
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Yeah, I've been playing cone-heavy blasters & defenders for years, hell even my Spines scrapper who has to constantly move around to maximize his cone & PBAoEs. I don't mind moving for cones.
IIRC, the 2 shark cones are the same radius, so lining those up is cake. Suppression is wider, but shorter, so it's kinda like lining up for the Dark, TT + Nightfall cones, and actually a bit easier since the shark cones are a bit wider than Nightfall. The max mobs hit is annoying, I admit.
Mostly tho, it's all about that -40% toxic res. That's just too tasty not to take advantage of. -
Quote:If you've just finished a tough fight with a sliver of end left, you're going to need the recovery.That is very true. But, if there are no mobs around, you don't need the recovery, no?
Even with just one mob to hit, this is still a base End Recovery bonus of 75%, which is three times what Stamina provides.
If there's one mob to hit and DP misses, you're going to need the recovery.
If your recharge isn't high enough that DP isn't up enough, you're going to need the recovery.
How about, if you have enough recharge, mostly finished off the spawn, but there are like 3 or 4 stragglers? Fire off DP? But, there's a huge group just down the hallway. Finish off and wait on DP, or Fire it off now and not have DP up when it'd get you the most juice? It'd be a lot easier to hold off a bit if you had Stamina, wouldn't it?
DP-only is one of those beautiful scenarios that work only on paper for most people. If you're actually able to leverage it to its full, more power to you, but I think in most real life situations, you'll greatly miss Stamina.
Oh, skipping DP is just as reckless--even with Health/Stamina, DP is a fantastic power that can turn you into an almost Regen blaster for its duration (another reason you don't wanna fire it off w/just 1-2 mobs). -
It's occurred to me that I'm only moving from red->blue, and in fact just rolled up some vils to play them in Prae & blue-side, so really, there's very little reason for me to get them very wealthy. I got them to around 50M mark, basically just walking around money, but I can prolly wait to get them to Wents (and my blue-side SG) before outfitting them w/all the expensive stuff (which I already own in abundance).
I'd really like to know what bad scenarios Posi & co. imagined up for a market merger. They've never been very good at forecasting market trends in the past; I can't imagine they have a better grasp on things this time, esp w/their "fixes" coming down the pipe. *shudders* -
If you're advocating for all melee sets to be shared across the 3 melee ATs, I'm all for that. However, if we're only getting one or two new existing (for other ATs) sets, I have higher priorities than Claws for tanks: BS, as mentioned, and Spines for another one. Port Spines over and I'd finally reroll an Ice tank--Ice/Spines for the ultimate, aggro-magnet, porcupine build!
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So far, Solyent is absolutely kicking our a**es in terms of speed & efficiency. We formulate long, thought out logical posts to which he's responded with (in reverse order):
Quote:and...says the guy with the "ebil" *snicker* marketeer avatar.
Quote:Ah yes, name calling. That'll teach me.
Quote:Shocking that the usual suspects have an issue with what I said.
Wait, yes I can. Random, single sentence posts. Here goes...
Chicken club on rye. -
I dunno, Claws doesn't feel very "tankerish" to me. I mean, I'd love Spin on a tank, but I don't think the concept works all that well. Then again, I don't much like DB on tankers either. Both seem like finesse sets much more suited to scrappers or even brutes.
Now Broadsword... there's a tank-like weapon. No Kat either (tho a superior set, numbers-wise, but also a finesse set), just BS. JMO. -
I see I'll have to dumb things down for you a bit...
Quote:Here goes. I said:Nice try. So clicking on a link to see its content is indiscrete?
Your second point makes no sense.
"By opening this thread, you failed at discretion."
discretion: noun, the power or right to decide or act according to one's own judgment
Discretion would've allowed you to notice that this thread isn't worth your perceived time. You wouldn't have bothered with it, and saved all of us a few precious minutes. You chose poorly, thus you failed at discretion.
"By posting in it, you failed at humility."
humility: noun, the quality or condition of being humble; modest opinion or estimate of one's own importance
Here's your original post:
Quote:This thread is just another in a long line of "my e-peen is bigger than yours" threads that are pretty much standard for this section of the forum.
There's something to be said about discretion and a little humility. This is the wrong place to find that.
If however you were including yourself in your last sentence, then at least you're internally consistent, that no one on this forum is particularly humble, yourself included. If that was your intent, I retract that portion of my criticism.
Was that simple enough for you?
Quote:LOL. Yes, getting lots of fake money = high finance and wealth building.
Now digital money also have perceived value. People put in time and effort to get them, and thus have real value. They're even traded for "real" money, i.e. RMTs. Hell, go on ebay and see how much your account is worth (maybe not so much in CoX any more, but in other games...). Ethics aside, there are obviously ppl in the world that actually make "real" money getting lots of "fake" money, so how fake is that latter, anyway?
So yeah, the "fake" money argument is spurious too. And, no, you don't need an MBA to make a lot of "fake" money, but then no one ever claimed you did. Many, many claims to the contrary though. So again, nice try. By all means, keep playing though. Or, you know, you can exercise some discretion. -
So Posi announced that your inf goes into "escrow" when you switched sides, same for prestige. So, the obvious response is to just buy up a bunch of expensive stuff and re-liquidate after you cross over.
This could open up a lot of opportunities for true arbitrage. We have two discreet markets w/sometimes wildly varying prices on some items. Of course, they'll be an evening out of prices as more ppl do this, but depending on how long it takes you to switch factions, and thus access the other side markets, and the fact you can only carry a few items at a time should provide enough of a barrier that it'll take a long time for prices to equalize. Then again, prices might equalize in anticipation of such arbitrage moves, which is to say previously cheap (on once side) items will rise in price to meet new demand.
Of course, the real question is why Influence/Infamy can't just cross over. RP reasons are silly. Joe Schmo, bank robber will have crap infamy; if he suddenly embraces Jebus and goes good, he'll have equally crap influence. When Magneto or Lex Luthor become "good guys", their enormous infamy transfers to their hero reps as influence as well. If Superman goes rogue, you're gonna tell me his words won't have a bit more cred in the Legion of Doom than Captain Boomerang? Sure, there'd be distrust, so create some penalty (say 20% hit on inf, hell even up to 50% if you really wanna destroy inf), but there's no reason to just re-start at zero.
tl;dr version: Merge the damn markets already! -
Thanks for the input guys.
I'll have to look at Call To Arms more closely--I almost have perma-Spiderlings w/Blood Mandate and better acc/dam #s. I'll have to see where the BotZ changes put me (should still be capped for range) and decide if I wanna even bother w/AoE.
Bile Spray seems to do a lot of damage, and I wanted a complete AoE attack chain. I honestly have no idea what a Crab attack chain should look like, and I haven't done any DPA/DPS calcs for red-side. It does seem like I have enough attacks to go gapless. Hell, maybe I'll pick up SJ for another BotZ set to make up for some of the nerf. -
Quote:By opening this thread, you failed at discretion.This thread is just another in a long line of "my e-peen is bigger than yours" threads that are pretty much standard for this section of the forum.
There's something to be said about discretion and a little humility. This is the wrong place to find that.
By posting in it, you failed at humility.
Thanks for playing, anyway. -
You know, this thread just reminded me of the last time I ran a PuG Kahn TF. That's a pretty easy one, and I thought we'd all just get started and whip through it. We had a tank, 2 scrappers, 2 blasters, 2 Rads, and a Dark. Cake, right?
But the team leader insisted on getting a bunch of heavies and pointed out how he had a shivan for Reichman, and there was some moaning about not having an Emp (hey Rads, keep up those heals!).
Predictably, we finished it in well under an hour w/zero problems (other than the tank refusing to lead fights, which prompted the scrappers to take over). I'm convinced that the team leader only thought we won the last fight cuz he summoned all his temp powers.
STF isn't much different, just a bit more challenging. And like any challenge, you need a combination of:
1) Preparation: team makeup, temps, big insps
2) Good tactics and player skill
You don't need both, and with enough of (2), you don't need any of (1). If you have a serious deficit of (2), you'll need a lot of (1). -
Quote:While I appreciate your sentiment, are you "nuking" whole spawns w/o either SC or LR? Hell, even double-stacked Rage and FS takes a while to clear a spawn, esp if they're resistant to smashing.Since when is being a tanker limited to the meatshield role?
Mine run the whole range from holding the aggro of multiple +4 AVs without support, to nuking entire spawns before the team can catch up.
Last time I checked they all retained their AT icon.
(Note, I'm just bitter from having to clear a mish of Malta w/my WP/SS tank that I was soloing last night on +1/x8, and it took forever.) -
Good lord, chicken little, anyone? This game is already ridiculously easy and some people want to trivialize the one remaining (somewhat) challenging task. Seriously, how much of this is a lrn2play problem, esp considering who's doing most of the crying?
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I was making fun of the video on my guild forum calling it "Ki Combat", ala Dragonball or even just Tai Chi, nothing to do w/Kinetics (which all combat is, really), but one of Castle's comments made me think that good things might happen to you upon getting hit (i.e. receiving kinetic energy). Now *that* would be nice for a tanker set and maybe brute.
Otherwise, I'm w/Silverado as being decidedly underwhelmed atm. -
Quote:How's that disagreeing with...I disagree with almost everything. Rads may be force multipliers, but Colds do it way better.
Quote:No. Rads Provide Mitigation and Increased Killing Speed. They are Force Multipliers. They provide better mitigation than a Tanker ever will.
Def/Controller boards have argued the Rad vs Cold debate (I like them both, and it depends a lot on how fast you can recharge Benumb), but that's sorta besides the point. He just said Rads are force multipliers, not that they're the best (merely better than tanks).
Quote:Good players don't need someone spamming debuffs to keep them safe; good players manage their aggro without needing a Rad to babysit them with debuffs. -
Quote:Exactly. DP's not something you wanna waste on like 2 mobs (I never hit it w/o at least 3 around me, preferably 5+) so even w/crazy recharge, you end up w/it down quite a bit.And even with Perma Drain Psyche there's no guarantee there will be enough mobs around to fuel it all the time.
I heard enough about DP that I respecced out of Fitness as I was hitting 20 (freespec) on my Ice/MM and have pretty much regretted it since. Now, in his 40s and still Stamina-less, he's pretty much gtg, but that's after adding the Numi/Miracle uniques and tons of other IOs. If you're just playing w/SOs or generics, no way I'd skip Stamina. -
Quote:You are not disagreeing with me; you are once again entirely missing my point. It doesn't matter if brutes steal a bit of aggro from tanks, and in fact, brutes should *want* to. Hell, I hope tanks don't Taunt when I bring my brute over blue-side so I can build my fury bar all the faster or I'll start picking on new spawns. There are very few tasks in the game (again, prolly only the STF on blue-side, and only the end fight at that) that *might* require the tank to hold all the aggro all the time.I will disagree with you on one substantive point. A brute will steal agro from a non-taunting tank. I am not gonna data mine the tables of present detailed explanations here. I have been playing brutes alongside tanks for years. Brutes steal agro from non taunting tanks, in my experience.
As for any team that requires the tank to hold all the aggro, I'll likely be quitting those before I'm even felt unwelcome regardless of the AT I'm playing. If I'm tanking, I'll constantly be moving ahead of the pack to grab new spawns, which will no doubt cause protests, as if a decent team won't have the situation fully in control by the time I leave (yes, I stay behind to babysit the crappy teams, which is exactly what you're doing at that point). If I'm a scrapper (or brute) and see the tanker lollygagging with the last minion w/a sliver of life left, I'll leap on ahead and gather my own damn group. If I'm a controller... well, I don't really need a team, but I'll let you all tag along anyway.
If I'm on my Fire blaster? Sure I follow the tank and of course it's best if it keeps aggro off of me. Yes, it's a waste of time for me to have to kill a stray mob coming for me interrupting my AoE chain, but few blasters have gapless AoE chains anyway--I think I can afford an odd Blaze to finish something off. Or, hey, how about I jump over the pack to let the peeled aggro run back through the tank? Is it really that difficult for each toon to manage their own aggro w/o sacrificing much, if any, efficiency?
Seriously, the main divide seems to be players who want the tanks to micromanage every bit of aggro in this game, which to me is a horribly inefficient way to play. Jump in, soak the alpha, get a tight grouping, when you see the mobs melt away, jump to the next spawn, repeat. If you enjoy playing the game with picture perfect tactics and well formed roles for each toon, more power to you. I'd rather kill more things, faster.