mudpots/ damage or taunt
As I understand it each time Mudpots hits your get a very short duration taunt, just like the Taunt power. The Taunt enhancements extend this very short duration a bit.
I have always slotted it 3xDmg, 2xEndRed. But seeing as it isn't auto hit anymore, you probably need at least one accuracy in there.
Taunt > Damage Aggro
Personally I love Mudpots, but Taunt with 3xRecRed,3xTaunt is a lot less risky for pinning bosses/AVs. Even with GA on with that slotting you can stack up to 3 Taunts on an AV.
Whilst levelling up (until 40 or so) I had a split of Tamage, Taunt and EndRed in Mud Pots. I always found i to be a good power for strategic slotting - more Taunt for big groups, more Damage for soloing. These days I don't have any real End concerns and better means of doing damage so it's a mix of Taunt and Slow, which are a great combination for aggro management. I think remaining flexible on slotting this power is a very good idea - it has lots to offer. NB. The debuffs are still auto-hit, so you only need to slot for damage if you want it as a primary damage power - which it can be good for in earlier levels but isn't it's strongest point IMO.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
Just from a stone brute perspective, it can do pretty nice damage with a full fury bar and rage/build up/red pills. Mine hits for around 50 or so at these times. Tho I have to agree I use it more as a debuff than damage attack.
Currently 3dmg, 2 endred and a taunt. Taunt was only thrown in as there was nothing else useful to put there but when I remember I'll change it for an acc now that it isn't auto-hit anymore. Does ok damage and considering I only have 2 attacks I do use it when soloing to herd a few up and then go off for a coffee.
3 acc and 3 taunt it!!! well just work out how many taunts hold a good duration then. I'd hate to be a blaster and see somit comin for me. My blaster will do more damage than your mudpots but i wont if i am dead.
Have 3 recreds and 3 taunts on taunt too! people wont team with a tank if they keep dying!!
Stonetanks have the worst aggrohold capability, you can end up building one that can take all the damage but for nothing if the team is recieving it.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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Stonetanks have the worst aggrohold capability, you can end up building one that can take all the damage but for nothing if the team is recieving it.
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Stone tanks have a very good ability to hold aggro. It's stone tanks wearing Granite that have a much harder time holding it.
stone tanks have the "worst" i was comparing to other tankers
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
How so? I know ice for instance is supposed to have a good taunting aura but I wasn't aware stone was at a huge disadvantage to any of the others.
well mudpots isnt autohit anymore and after playing 1 of each cos i have one of each my stonetanker was comparatively pants for keeping aggro despite similar gamestyle compared to the others. But later on ingame i think if slotted right i can get it just as good. Once it is i'll then say what way of slotting i have found makes mudpots as effective as other tanker aoe taunt toggles. But in early levels stonetanks are horrible compared to the others as most people know. i think i will prolly have to be 3 acc 3 taunt.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
As Tundra pointed out the taunt effect is still autohit for Mudpots, so its ability to hold aggro hasn't been reduced. The key thing is the interval between ticks and taunt duration of the AoE taunt powers for tanks. Information I don't have.
Actually Invincibility tick is 1 sec as it was changed recently.
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As Tundra pointed out the taunt effect is still autohit for Mudpots, so its ability to hold aggro hasn't been reduced. The key thing is the interval between ticks and taunt duration of the AoE taunt powers for tanks. Information I don't have.
Actually Invincibility tick is 1 sec as it was changed recently.
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I don't know the duration of the Taunt, but I'm pretty sure from pre-ED testing that 3 Taunt SO's causes the Taunt to last until the next tick. When steadily increasing the number of Taunt enhancements in Mud Pots I saw a marked improvement in aggro holding from 2 to 3 enhancements, but not on adding 4 so I don't think it's been hit hard by ED in that sense.
Incidentally, am I the only Stone tank out there slotting for Slow? It still seems a rather good effect to me.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
slow is a spanking effect but the possible fact of 3 taunt so's means it lasts to the next tick if true is like omg poor!! my mudpots seemed to be hitting a maximum of 5-6 as well and missing a couple which i thought was omg poor too. either way i think chilling embrace etc is so much better due to the effects i was seeing. if there is one thing i like on a tank its holding aggro its the first thing i look for and i never have struggled so much keeping it as i have with a stonetank.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I did try slow enhancements at one point. That was quite a while ago now. I may give them another shot at some point - you know what it's like, something works for you and you don't ever get round to trying new things.
Out of curiousity, how did you test the taunt effect of mud pots?
tested with mobs, taunt is 3 recharge and my mudpots is 3 accs as i thought if i need accuracies it aint autohit i still need to put taunt durations in but keeping aggro was a real struggle in comparison to my other tanks. Those ticks from mudpots should have gauntlet in them and from my testing you can not out taunt gauntlet with damage unless taunt has worn off. i will time those ticks when i get a chance and time gauntlet taunt effect of my invuln and see the difference.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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As Tundra pointed out the taunt effect is still autohit for Mudpots, so its ability to hold aggro hasn't been reduced. The key thing is the interval between ticks and taunt duration of the AoE taunt powers for tanks. Information I don't have.
Actually Invincibility tick is 1 sec as it was changed recently.
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I don't know the duration of the Taunt, but I'm pretty sure from pre-ED testing that 3 Taunt SO's causes the Taunt to last until the next tick. When steadily increasing the number of Taunt enhancements in Mud Pots I saw a marked improvement in aggro holding from 2 to 3 enhancements, but not on adding 4 so I don't think it's been hit hard by ED in that sense.
Incidentally, am I the only Stone tank out there slotting for Slow? It still seems a rather good effect to me.
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That is interesting to know, always slotted for damage as even though it was small it was autohit. Plus I liked endurance reducers in it as it is a bit of an endurance hog. Slow I assumed was quite a minor amount and didn't think much would be gained by slotting, not that I had any facts to back up that theory.
The Dr. needs major I6 surgery, but I am not in any rush. Taunts in mudpots sounds like a good idea, I might try slow as well. Damage doesn't seem like an effective option anymore.
Edit: Actually the more I think about it the more sense those Taunts make. Until the taunt duration exceeds the tick you will always stand the chance of damage pulling a mob away. The moment you exceed it, stacking will build up taunts on a mob to the point it can't be disturbed at which point anymore is a waste.
In what circumstances did you feel you were losing aggro?
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Stonetanks have the worst aggrohold capability, you can end up building one that can take all the damage but for nothing if the team is recieving it.
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Stone tanks have a very good ability to hold aggro. It's stone tanks wearing Granite that have a much harder time holding it.
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faultline correct, although in most cases even in granite you can take enough aggro to keep team alive.
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The Dr. needs major I6 surgery, but I am not in any rush. Taunts in mudpots sounds like a good idea, I might try slow as well. Damage doesn't seem like an effective option anymore.
Edit: Actually the more I think about it the more sense those Taunts make. Until the taunt duration exceeds the tick you will always stand the chance of damage pulling a mob away. The moment you exceed it, stacking will build up taunts on a mob to the point it can't be disturbed at which point anymore is a waste.
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That's exactly how I tested it. With 2 Taunts a Blaster firing off Full Auto had a significant chance of attracting the aggro of mobs stuck in the 'Pots. With 3 Taunts that was no longer the case and they'd keep hitting me unless someone else Taunted them.
The Slow effect was improved not so long ago, I think. The -Speed is still the same (and pretty significant once slotted up) but it has a small -Recharge now as well, which I don't think has always been the case and makes it also a minor damage mitigation power (that bit's not enhancable, of course). And on the off chance that you get involved in PvP boosting the auto-hit -Speed certainly won't hurt.
I suspect you'll find that despite all the horrible memories of it sucking your End dry at low levels you'll be able to cope fine with no more than one End reducer in it now - I don't have any in it at 50, but then Ice melee is far less End heavy than Stone.
As I said way up the thread, though, I think there a lot of effective ways of slotting it and I've worked through quite a few of them to fit different situations, although I can't really see myself slotting it for damage again.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
ok got it, done some testing, the higher the level of mobs it seems the lower the taunt effect is ie lesser duration. With the mobs today (well the ones attacking me that is) just as they were about to attack a team mate my tick came in, with acc unslotted (3 levels below me at least, it was autohitting).
I think yesterday it was a case of team early aggroing and untaunted enemies running through my mudpot area between ticks. The ticks are like every 2 secs.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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ok got it, done some testing, the higher the level of mobs it seems the lower the taunt effect is ie lesser duration.
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Yup, that's true for any Taunt from any source - one of the reasons why Tanking on Invincible is tougher. When I used to Tank for higher level teams (quite a lot in the 40's) I sometimes had 4+ Taunts in Mud Pots, but there's no point at 50. As you observed, the Taunt still appears to be an auto-hit, traveling with the debuffs rather than with the damage.
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I think yesterday it was a case of team early aggroing and untaunted enemies running through my mudpot area between ticks. The ticks are like every 2 secs.
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That makes sense, it's far more effective if you can get into the mobs nice and fast (go go TP Stone Tank!!) and grab the initial aggro with the 'Pots.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
that is one of the problems is gettin the aggro b4 the team starts blasting.
it does take a while to grab the aggro , but team wil blast no sooner than you have moved to wards the group
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that makes sense, it's far more effective if you can get into the mobs nice and fast (go go TP Stone Tank!!) and grab the initial aggro with the 'Pots.
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My stonetanker concept is to tp stone onto herself as opposed turning into stone this is because tp self is quite a good idea for getting a rooted tanker about and getting places faster.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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that makes sense, it's far more effective if you can get into the mobs nice and fast (go go TP Stone Tank!!) and grab the initial aggro with the 'Pots.
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My stonetanker concept is to tp stone onto herself as opposed turning into stone this is because tp self is quite a good idea for getting a rooted tanker about and getting places faster.
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In Tundra's case I always visualised him sinking into the earth in one place and growing back out of it somewhere else - rather Swamp Thing inspired since he's a Shaman of the spirits of nature, and all.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
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Incidentally, am I the only Stone tank out there slotting for Slow? It still seems a rather good effect to me.
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I slot 2 end, 1 slow, 3 taunt. it's always done a good job for me.
i'm probaly wrong but here someting i been thinkin about.
if you're slotting mudpots for damage and are consistantly hitting ,are you gettin more or less the same agro then you would by havin taunt in mudpots.
by hitting an enemy you are agroing an enemy ?
therefore surely by the constant hits you're are still keeping the agro more or less the same, even if you're just using damage enchances.but with greater effect?
just for the record what do you consider the best way to slot mudpots?