Do you slot for defense in Granite Armor?
[ QUOTE ]
As for the recharge, nobody actualy knows the exact % debuff, though i wonder what the actualy formula is for having a -recharge (time x 1 / (1+buffs/debuff?) = 4 x 1 / 0,3 makes 13,3 seconds). Or would it be a (time x 1+debuffs? = 1 x 1.7 = 6,8 seconds). I rather keep the guideline, recharge penalty = 2 recharge SO's.
[/ QUOTE ]
Recharge is quite easy to test but very tedious.
I think the formula is
Time = Base / ( 1+buffs-debuffs)
To test the whole formula you need to do the following.
Get a long recharge power ( Earth's Embrace is a possibility with 360 seconds, but I think a 60 seconds power would be easier ).
Don't run Hasten.
Remove all recharge enhancements in long power.
Time how long before it comes back with and without granite.
Add recharge enhancements and run the test again, wit and without granite.
It it also possible to look at the combat log files, if these are timestamped.
@Unthing ... Mostly on Union.
I'll see what i can try tonight.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
[ QUOTE ]
Yeah, but with Kinetics, all the problems of Granite are solved
[/ QUOTE ]-Jump?
Also, you can as well say that if you get a sonic/thermal, another secondary will provide as much, or more, than granite.
[ QUOTE ]
Anyone who just looks at the negative sides of anything is never going to see the good in anything.
[/ QUOTE ]The good side is that it can absorb amounts of damage that would floor brutes with other secondaries. However, situations where damage like that occurs are extremely rare if you play smart.
[ QUOTE ]
As a brute it works well, fury builds up nicely due to the greater amount of incoming they can recieve, yes with 2 recharges slotted yout back to your standard attack speeds
[/ QUOTE ]Except that they won't be standard recharge speeds, since most brutes slot one or two recharge in their attacks even if they don't have granite.
[ QUOTE ]
So, it's never really slowed my fury generation one bit, go on MaX, try it and you'll see. And btw, no tp on my brute, it is a power I just don't like the end cost for the distance is to high really, tryed it once and hated it, personal taste really on travel powers. I will try it again, but like Dark Regeneration in the Dark Armour set I think the end cost is toooo High.
[/ QUOTE ]Possibly not fury generation, due to the aspect of incoming damage. However, the movement limitations (Especially if you don't take TP) slow you down so much that it takes longer to move from mob to mob, therefore reducing the damage you can dish out.
Depends on playstyle imho. If you just are the brute to take alpha only, let the rest of the team do the damage. Worse having 3 dominators on the team, you wont have a single fury-buildup, they are all mezzzed to the max.
Since you need way less powers as Granite (less shields), you can get more attack powers then others. Wich can somewhat cover the -recharge part.
And if i tell the team 3 times that they should avoid knockback and they still do it.. not my fault they die
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
[ QUOTE ]
Wait you are saying they all come to you ?? even after a NOVA who scatters them beyond your 8 ft arc in open field ?
Honestly its not that i dont believe you , its that its highly unlikely in a 8 man team where attacks after a attack happens.
[/ QUOTE ]
Of course its very unlikely, but in a spawn of say, a dozen, the rest of the team don't attack them all after they've been scattered - hence prioritising the mobs that are getting attacked for taunt. It's all very situational, but generally I get 2/3rd of them back around me, with the overspill not being too much of a drama for the rest of the team. This is only for a single spawn right enough.
[ QUOTE ]
Having no rooted on in 8 man team while you move in , one simple hold knockback immo , sets you back a long way .
[/ QUOTE ]
That what TP is for. Of course that comes with risks. More than once I've tp'd past the first spawn and into the one directly behind. In the pre-granite days this was a heart-stopping moment, but that was a rare event.
[ QUOTE ]
So you are saying as single tanker in a 8 man team , you willing to risk that ?
[/ QUOTE ]
Never needed to. The interesting thing about rooted is the way it slows you down. Try it; run with sprint on and then hit rooted and see how far you get before you're fully slowed. It's not *very* far, but certainly far enough to go from a doorway to the centre of a room. And, as mentioned above you only need to do this for six lvls and then tp takes over.
[ QUOTE ]
You really want to test that go ahead challenge a people to a run duel , he only have to have sprint on ....
[/ QUOTE ]
Point is, in a fight you generally don't have to run very far and the lvl window where you're *really* slow if fairly narrow.
[ QUOTE ]
Well in this case your drawback of 30% damage could have been 50% less damage
[/ QUOTE ]
I'm a tank. Damage is a secondary concern to aggro management.
[ QUOTE ]
,in this case you dont even need TP a provoke would do the same , so in this case you are static.
[/ QUOTE ]
I'm sorry, I don't understand. Why am I static?
[ QUOTE ]
honestly the reason that granite makes superior tanks compared to others is that they can stand up to 3 mobs .
Still be kicking and damaging stuff , so if you want to only fight one mob , you might as well have taken another tanker and do beter in it .p
[/ QUOTE ]
Only a fool would go charging in an agro 3 mobs at the same time with a team he's not familiar with. With an eight man team 3 mobs will take you OVER the agro cap, you're looking at a lot of overspill.
[ QUOTE ]
A granite is the rock , cause it can easily handle 3 mobs , sure it can´t hold the attention of 3 mobs , but that also depend on creativity of the playere
[/ QUOTE ]
Given the scenario I descirbed if you'd been trying to aggro three mobs and the nrg blaster scatters them, then you're looking at a team wipe (depending on team composition of course). Hence why it's not wise to do it with an unfamiliar team. Hell, with the average PuG it's hard enough to get people to back up so I can herd/pull and NOT attack until I'm in position.
[ QUOTE ]
But seriously do you have a granite form yet ?
And did you try it before screaming nerf , or did you do your calculations from the planner and stats ?
[/ QUOTE ]
Can you point to the bit where I called (let alone screamed) for a nerf? Coz I certainly don't remember doing it. Oh, and RIGHT at the start of my last post I told you; lvl42 Stone tank, Granite for the last 10 lvls.
(\_/)
(O.O) Bunny: Our time is coming
(> <)
I made a very simple correction to a list of debuffs you made about Granite. Why is it that the onus is on me to demonstrate that web guides (and Hero Builder) are wrong when there's no evidence in game of any -Acc?
I have tested Granite accuracy before, this issue has come up recently:
(under the sneaky title "Does granite have -Acc too??")
here
everyone who responded (including Bridger) suggested there is no -Acc. I've not experienced any -Acc like behaviour with Granite, never heard another Stone tank talk about it, never read about it, didn't reveal a problem when I tested it.
The last time I actually posted my test results about the phantom, guess what "-Acc in Brute attacks" the response I got was "oh actually, I expected the accuracy to be a lot higher than those figures suggest", when my figures showed no issue with accuracy. That person then suggested that maybe with a run of 100,000 attacks they'd be convinced. You know what? (I chortled), can't say I'm that bothered.
I'm no expert on stone armour and never claimed to be (if anyone is it's Dr.Rock), I've just been through these arguments a number of times. When I said "I'm the source" I might just have easily said "YOU are the source" - in other words, test it yourself and don't take my word for it. The point is Accuracy is not that difficult to test if you have the Herostats bean counter running away.
Hey, did you know Invincibility has a -Recharge debuff? Seriously, it does, prove me wrong....what's your source?
As for the Nova - now what to do?
Salt Crystals - simple
As for tanker i would say: try to keep agro.
For a Brute: Who cares, you bash smash and pulverise. How many brutes actualy have taunt?
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
There used to be a -Acc on Granite. It was removed in I2 (or I3, I forget) and replaced with a -Dam because it was realised that -Acc was a penalty to holding aggro and not just to damage dealing (bear in mind that there was no auto-hit AoE Taunt back then...). You'll be able to find the old patch notes on the US knowledge base if you really want the source - but it's much easier just to check your accuracy whilst in GA by running HeroStats as Filth suggests. FWIW, I think people just notice miss-streaks more in GA as you spend so much more time waiting for attacks to recharge.
Warcry and some hero-builders are notoriously out of date on things like this.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
[ QUOTE ]
There used to be a -Acc on Granite. It was removed in I2 (or I3, I forget) and replaced with a -Dam because it was realised that -Acc was a penalty to holding aggro and not just to damage dealing (bear in mind that there was no auto-hit AoE Taunt back then...).
[/ QUOTE ]
From the I2 patch notes:
[ QUOTE ]
Fixed Stone Armor/Granite Armor. It was only giving a 15% damage resistance. It now grants a 50% damage resistance and adds Defense. It now also accepts Defense Enhancements. Other attributes of the power remain unchanged.
<snip>
Stone Armor/Granite Armor no longer debuffs your Accuracy. Instead it debuffs your damage output (to equate to about the same Damage per second as the ACC debuff ). This way you can still hold agro as a Tanker (your hits and Taunts will now hit, while still reducing your overall Damage per Second).
[/ QUOTE ]
Bold for emphasis.
From the I3 patch notes:
[ QUOTE ]
Changed Tanker Taunt to an AoE Taunt. Increased Recharge Time, and increased duration of taunt effect. Tanker Taunt is an Auto Hit and does not require a ToHit roll.
[/ QUOTE ]
Sticky that text, let us all stop the 'myth of -acc debuff in Granite'.
CSI: Case Closed
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
Yes I agree with Sinergy, my brute has loadsa attacks, brawl, boxing, stonefists, stone mallet, heavy mallet, tremor, seismic smash, fault(if it's included in attacks that is), Mace Blast and Disruptor Blast. Of course taunts in there as well, and Mud Pots going off all the time. Not to shabby really.
Most internal maps tend to be small and moving from mob to mob does not take that much time, or you can survive the attacks because of the granite and gather up 2 or 3 mobs at a time, especially solo, and kill them all at once with your aoe doom. By this I mean Mud pots, tremor and now Disruptor blast, of course always followed by taunt lol. Some of the minions are dead from the aoes before i have even landed a direct hit on them from a ST attack using this method, and of course negates the moving from mob to mob bit because you a) survive all the damage coming in and b) get through the mission quicker.
Also in team missions your generally moving onto that next mob whilst the rest of the team take time to recuperate because they need to heal more due to them taking more damage, your stamina recovers enroute and you start to SMASH all over again.
BTW, do you have or ever have had a Granite Brute or Tank so we know where your experiance is coming from on this subject.
[ QUOTE ]
BTW, do you have or ever have had a Granite Brute or Tank so we know where your experiance is coming from on this subject.
[/ QUOTE ]I have L40 tank and L27 brute, although neither are stone armor. I have however teamed with loads of stone tanks (Including some of the first ones to hit L50 in the EU), and some stone brutes. I did also try a L40 elec/stone brute for a while during the RV test event.
[ QUOTE ]
Also in team missions your generally moving onto that next mob whilst the rest of the team take time to recuperate because they need to heal more due to them taking more damage, your stamina recovers enroute and you start to SMASH all over again.
[/ QUOTE ]
omg i hope i can avoid that in teams with my brute (team taking damage could mean mine will probably be dead) or brutes havent been able to be that effective with their taunt and auras
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.
Now since most of the argument is about tactical situation and situations that are mostly out of people control especially in 8 man.
Aggroing 3 mobs depend on what you want to do herd ?
Aggroing 3 mobs depend on how densely they are packed in outdoor missions .
Aggroing 3 mobs cause somebody else auto shoots something thats dead auto target the next one ..
Happens quite often especially at higher levels .
Now why i said did you really have a granite tanker , is about swift 3 slotted is faster.
And tons of other things like this ..
[ QUOTE ]
Never needed to. The interesting thing about rooted is the way it slows you down. Try it; run with sprint on and then hit rooted and see how far you get before you're fully slowed. It's not *very* far, but certainly far enough to go from a doorway to the centre of a room. And, as mentioned above you only need to do this for six lvls and then tp takes over.
[/ QUOTE ]
If you have used rooted this way , you would have notice it take a while before the mezz to activate while between speeding time and activation time there is a 0.5 second no status protection , in that 0.5 sec a sapper or anything else that has a mezz effect can have you nailed , a small lag issue and you are a dead tanker .
[ QUOTE ]
I'm a tank. Damage is a secondary concern to aggro management.
[/ QUOTE ]
Unfortunatly if you have found out damage is very important to a tanker , especially after the taunt effect nerfs , higher damage means simply higher amount of aggro hold
For example after a NUKED , a firesword circle with build up will hold everything thats NUKED in place.
Why you think most stone dont hold aggro damage is part of situations nowadays to hold the attention , not fully slotted attacks with damage or TAUNT , means as good as useless punchvoke especially fighting +3 or higher.
[ QUOTE ]
Can you point to the bit where I called (let alone screamed) for a nerf? Coz I certainly don't remember doing it. Oh, and RIGHT at the start of my last post I told you; lvl42 Stone tank, Granite for the last 10 lvls.
[/ QUOTE ]
That all weakness are easily overcome ???
Pardon if you can´t even remember your own post !!
Why ask somebody else to point it out for you .
In that situation if you have a granite , you would have notice that stone armour , in all your describe situation of tanking , doésn´t even NEED granite .
Stone armour , Crystal Armour are more then sufficient for your tactics especially 4 slotted .No other tanker has psionic resitance or protection , you have as high as ice in def with added benefit of 275% regen that with tankers high health .... and a earth embrace to increase the regen.
Makes it more then tankable .
Stone armour has more flexibility then just Granite .
So in 42 levels you are saying you haven´t learned much about the whole stone armour set other then granite ??
[ QUOTE ]
[ QUOTE ]
BTW, do you have or ever have had a Granite Brute or Tank so we know where your experiance is coming from on this subject.
[/ QUOTE ]I have L40 tank and L27 brute, although neither are stone armor. I have however teamed with loads of stone tanks (Including some of the first ones to hit L50 in the EU), and some stone brutes. I did also try a L40 elec/stone brute for a while during the RV test event.
[/ QUOTE ]
So not much actual experiance of playing them then, an instant lvl 40 would not give you the feel of them growing over time, so you really have no experiance par se to base your judgements on, whilst many of us who are replying to this play them, mines up to lvl 45 now on the brute, only 13 on the tank, and I also have a lvl 29 EM/EA brute and have player others, but the highest is only lvl 16 on them, so not to much experiance on them, so I know the way they play to another brute or tank, as I have other tanks as well, still not to high, but one with each armour nontheless.
Full knowledge is gained from experiance of playing something properly, I would never tell someone that a dominator set or corruptor set was gimped without first trying it out properly for example, by the same token I woul;d probably not even use the word gimped, rather, it didn't really work for me, but I know it worked for the one I saw in action in my last team.
You on the otherhand, and I hope there's nothing against the rules for stating this, seem to have set ideas about what is gimped and whats not.
You could in fact use the "teh powaset tis gimped" statment on all of the sets if you want to go down that route:
eg "don't take a /INV m8, tis GIMPED in the extreme, u get hit more often m8, and you'll get whacked ta bits by everthing except S/L" yet I see plenty around
"don't take /FIRE m8, it's totally naff"
"don't take a /DARK m8, the res is naff and you'll be kb'd ta bits"
Just a few examples of off the wall coments that COULD be used but generally aren't.
Anyway, no offence is meant by any of this, all powersets have their downsides and benfits, it's how you play them that makes them differant.
[ QUOTE ]
[ QUOTE ]
Also in team missions your generally moving onto that next mob whilst the rest of the team take time to recuperate because they need to heal more due to them taking more damage, your stamina recovers enroute and you start to SMASH all over again.
[/ QUOTE ]
omg i hope i can avoid that in teams with my brute (team taking damage could mean mine will probably be dead) or brutes havent been able to be that effective with their taunt and auras
[/ QUOTE ]
LOL, just a general point m8, nothing specific there really, just had lastman standing syndrome a few times by teammates accidentally aggroing those two othe mobs above what were handling at the time, and not being able to gether the 2 extra full mobs aggro fast enough can result in a teamwhipe at times, we've probably all being in that situation, BUT, my Granite Brute was able to take the excess damage it was taking due to this and eventually worked its way through the mobs by himself. Only happened twice, and apologies from the offending alt were forthcoming, was close though even in granite lol.
[ QUOTE ]
Aggroing 3 mobs depend on what you want to do herd ?
Aggroing 3 mobs depend on how densely they are packed in outdoor missions .
Aggroing 3 mobs cause somebody else auto shoots something thats dead auto target the next one ..
Happens quite often especially at higher levels .
[/ QUOTE ]
Feel free to tell me the sky's blue next.
[ QUOTE ]
If you have used rooted this way , you would have notice it take a while before the mezz to activate while between speeding time and activation time there is a 0.5 second no status protection , in that 0.5 sec a sapper or anything else that has a mezz effect can have you nailed , a small lag issue and you are a dead tanker .
[/ QUOTE ]
And yet, it never happened. No mez, no death due to lag issues despite doing it dozens of times. It take nearly 3 seconds for the -spd effects of rooted to fully kick in, if I'm mez vulnerable for the first 1/2 second of that it's obviously a non-issue.
Incidentally. Can you tell me mob reaction time. I'll bet it's longer than 0.5 seconds.
[ QUOTE ]
Unfortunatly if you have found out damage is very important to a tanker , especially after the taunt effect nerfs , higher damage means simply higher amount of aggro hold
[/ QUOTE ]
Drivel. Gauntlet works irrespective of the damage numbers.
[ QUOTE ]
For example after a NUKED , a firesword circle with build up will hold everything thats NUKED in place.
[/ QUOTE ]
After inferno (which has no knockback effects) mudpots will hold everything in place. Damage numbers for agro (when discussing a tank) are irrelevent.
[ QUOTE ]
Why you think most stone dont hold aggro damage is part of situations nowadays to hold the attention , not fully slotted attacks with damage or TAUNT , means as good as useless punchvoke especially fighting +3 or higher.
[/ QUOTE ]
What are you talking about? My stone tank has ZERO problems holding agro providing the mobs are in range of mudpots ot my pbaoes - one of which does ZERO dmg btw. It's when stuff gets knocked away, out of range of mudpots that the problems start.
[ QUOTE ]
That all weakness are easily overcome ???
Pardon if you can´t even remember your own post !!
Why ask somebody else to point it out for you .
[/ QUOTE ]
I remember my own posts well, which is why I know I never "screamed" nerf at any point. You're just talking [censored]. That much is evident now. It's called a strawman argument. Where you manufacture an argument for someone else and argue against that rather than the point they're actually making. The point, in my case is that the -recharge (of granite) is a MUCH bigger issue than the -spd. I'm beginning to think that either you've never played a stone tank to any decent lvl or you simply weren't very good with it.
[ QUOTE ]
Stone armour has more flexibility then just Granite .
So in 42 levels you are saying you haven´t learned much about the whole stone armour set other then granite ??
[/ QUOTE ]
Obviously not, since granite didn't kick in till lvl32. Why do I have to tell you this? So for 32 lvls there was no granite. And in that time I found solutions to problems you seem to think were insurmountable. So who know what best now?
Play your tank whatever way you want, but don't come on here spouting that the -spd is a gigantic handicap that's the bane of the stone set and that without a kinetics troller at your back you're going to be pish, coz it's blatantly [censored].
(\_/)
(O.O) Bunny: Our time is coming
(> <)
[ QUOTE ]
So not much actual experiance of playing them then, an instant lvl 40 would not give you the feel of them growing over time,
[/ QUOTE ]
I'm afraid I'm compelled to agree, but even more than that.
Take Lonelyshade who's on telling us that Stones need a kinetics troller are their back to avoid feeling like a lump.
In 42 lvls I think I've teamed with a kinetics troller less than a half a dozen times, so I've had to adapt to their absence rather than depending on their presence.
Consequently, my stone tank is fairly quick on his feet and can tp with a fair lvl of proficiency. The presence of a kinetics troller is a bonus I'm not fully sure how to exploit MORE than his absence being a handicap I'm not sure how to adapt to.
Perhaps it's a subtlty of the game impacting on builds and strategies that many people don't appreciate.
(\_/)
(O.O) Bunny: Our time is coming
(> <)
NoT what i said , but if you want to know what i would have said is kinetic trollers make stone like a god , if you dont have kinetic trollers , the team has to pay for you being a lump and adapt .
Thats a big difference , and the few times you have to adapt you beter minimise the flaws as good as possible .
So dont get detoggled :P is one of them .
But kinetic trollers make almost any AT a good with there damage buff and SB (if peoples refresh rate can handle it)
And yes if you really adapt then you would have known when to stop using granite when to use granite .
Cause in those levels to 40 you would have known what your basic armour could have tanked easily .... and if you played more tankers you would have known what a luxury stone armour set infact is .
Now i given you enough things to think about , and if you dont think i can´t adapt with a kinetic you sure are wrong.
Cause i sure have and i dont go looking for healers kinetics when i do team i just do with what is availeble ,and i dont impose my will on people how to play , they either adapt for the team not me or they dont , always happens .
Like i always will adapt if there is somebody who can tank beter certain mobs . granite is my ace in the hole if we can´t do it .
edited a the capital T
Time for one of those famous kick the quotes down war that will be answered with another worthless soon to be kicked quote down ....
Fun time
[ QUOTE ]
Feel free to tell me the sky's blue next.
[/ QUOTE ]
ITS BLUE !!!!
[ QUOTE ]
And yet, it never happened. No mez, no death due to lag issues despite doing it dozens of times. It take nearly 3 seconds for the -spd effects of rooted to fully kick in, if I'm mez vulnerable for the first 1/2 second of that it's obviously a non-issue.
Incidentally. Can you tell me mob reaction time. I'll bet it's longer than 0.5 seconds.
[/ QUOTE ]
Mobs reaction time is instant when you are entering the aggro range , not the alert range .
Some mobs have beter perception , well like the rest cause what haven´t happen doesn´t mean it wont be happening .
Maybe you haven´t tanked enough at low levels
Guess that must have been the reason to not having a rock plummet you out of the way .
[ QUOTE ]
Drivel. Gauntlet works irrespective of the damage numbers.
[/ QUOTE ]
Really :P say that again when you tested it out with some other tanker doing more damage then you !!!!
AH never played with a other tanker in your radius ???
[ QUOTE ]
After inferno (which has no knockback effects) mudpots will hold everything in place. Damage numbers for agro (when discussing a tank) are irrelevent.
What are you talking about? My stone tank has ZERO problems holding agro providing the mobs are in range of mudpots ot my pbaoes - one of which does ZERO dmg btw. It's when stuff gets knocked away, out of range of mudpots that the problems start.
[/ QUOTE ]
Hurray somebody who again is ignorant immobilised can´t be knocked back
[ QUOTE ]
I remember my own posts well, which is why I know I never "screamed" nerf at any point. You're just talking [censored]. That much is evident now. It's called a strawman argument. Where you manufacture an argument for someone else and argue against that rather than the point they're actually making. The point, in my case is that the -recharge (of granite) is a MUCH bigger issue than the -spd. I'm beginning to think that either you've never played a stone tank to any decent lvl or you simply weren't very good with it.
[/ QUOTE ]
Temper temper temper , unlike you i dont go making post up like the one before and twisting things out of contest .
Well must have hit a sour spot to yell so much .
[ QUOTE ]
Obviously not, since granite didn't kick in till lvl32. Why do I have to tell you this? So for 32 lvls there was no granite. And in that time I found solutions to problems you seem to think were insurmountable. So who know what best now?
Play your tank whatever way you want, but don't come on here spouting that the -spd is a gigantic handicap that's the bane of the stone set and that without a kinetics troller at your back you're going to be pish, coz it's blatantly [censored].
[/ QUOTE ]
-spd isn´t a handicap , then why did you take 3 slotted swift , and teleport ?
Ah what a temper tantrum , how nice is it to see you admit to yourself being creative and saying - speed is not a big deal , but infact you try to find way arounds it thats totally not creative at all .
So infact you contradict your own statement , so more nasty words for it ??
(ambrose can delete it cause its a bit of flame back post)
[ QUOTE ]
And if i tell the team 3 times that they should avoid knockback and they still do it.. not my fault they die
[/ QUOTE ]
I often have that 3 times rule. You either work together as a team or your secretly working for the enemy.
[ QUOTE ]
For a Brute: Who cares, you bash smash and pulverise. How many brutes actualy have taunt?
[/ QUOTE ]
Me and my fury is better for it, i need it my dark armour brute cant have other brutes stealing mobs from around me with their auras and its for all usual reasons tanks have it. More foes in my aura = me near dead but = better heal and better end recovery after heal = fury bar full = mobs dead. Elec brutes probably need it to pull foes down, if something is shooting from above taunt it and run under somewhere, i try and be flash and taunt as i run under but often fail to get the taunt whilst hidden not as easy as flybys. Also in pvp some form of gank prevention of a team mate might be nice.
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.
[ QUOTE ]
[ QUOTE ]
Drivel. Gauntlet works irrespective of the damage numbers.
[/ QUOTE ]
Really :P say that again when you tested it out with some other tanker doing more damage then you !!!!
AH never played with a other tanker in your radius ???
[/ QUOTE ]
Why would a tank need another tank within their team let alone radius add to that it can lead to messy taunt control.
"i thought you had him?"
"no i thought you had him?"
"poor kenny"
The duration of gauntlet is endurance related and the most damaging single target attacks or not so damaging aoe attacks are likely to have more of an endurance cost assigned to them. The duration for aggro caused by damage is far longer than the taunt duration caused by gauntlet so the result would be a nearby tanker using a higher damaging attack would be offering a better taunt duration and win aggro and also whoever has a better scale of damage after anybodies taunt duration is gone would get aggro.
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.
[ QUOTE ]
-acc issue, nobody thus far came with hard proof that its actualy there (outside that several websites claiming it),
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The downloadable Prima thing (which uses numbers provided by the devs) lists the penalities of Brute Granite Armor as:
30% decrease damage; 70% run speed decrease; 65% recharge decrease
And nothing else. If there is a -acc (that was part of the original penality, but was replaced with the damage debuff) then it's likely a bug.