Fire tanker bandwagon - Fire/SS
I assume it is this you are referring to earlier.
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13) Duration and AoE for Gauntlet are hard coded but vary from power to power using the End costs and/or Levels (Tier) of the powers as a guideline, but not a hard and fast rule because there are exceptions. Example: Total Focus has a radius that is 50% larger than Energy Transfer.
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By adding the and/or he is saying that "guantlet is based on the tier of the power, with the possibility of a modification by the endurance cost of the power"
and that only as a speculation as all powers dont even follow that as a general guideline. But saying that: [ QUOTE ]
Gauntlet applies to any attack a tanker will make. The greater the amount of endurance the attack costs the greater the level of gauntlet. High endurance attacks are usually of long recharge and the only decent gauntlets you would have providing they dont miss.
[/ QUOTE ] where only the endurance cost is mentioned as deciding the level of gauntlet is clearly a oversight.
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Go out turn off your aura and jab, box and brawl something and see how easy it is to keep aggro with that off a blaster, then imagine that when your blazing aura misses because of a tsoo sorceror or a storm shaman or even your out of endurance due to gauntletting so much and having -end effects you cant use anything.
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this is a attack chain of a level 6 (in a level 20+ enviroment)
Whenever someone builds a herd tanker, only picking the basic attacks and commenting on how poor gauntlet seems to be my only response can be summarized as "well, duh!"
Compare this with a /em tanker with Build upped ET and/or TF that generates high levels of "hate" or "threat" with the gauntlet of a level 35 and 38 tier power.
(i know, maybe its sounding like im biased here, its just that its the secondary with which i have the most experience.)
UNION
Officer Cuffz lvl 50 Inv/Nrg Tank
Badge lvl 50 dwarf/human Peacebringer
Dark Air lvl 50 Ice/Cold Corruptor
Ayre lvl 50 Storm/Elec Defender
Total Cat: @Officer Cuffz
"When I say interview, I mean engage in combat and defeat..." -Laura Brunetti, on how to deal with Warriors.
Idris, ignoring all the waffle in between, here's some comments on your build.
Blazing Aura - DMG in this is lowest priority as the initial damamge on it is so low that even if you double it with 3 damage SO's, you're only looking at doubling what is a pathetically low number anyway. I'd look at another accuracy and maybe a taunt before damage. I can't recall my slotting on D-Zol off the top of my head but if you holler at me in game I'll check it. BA will NOT help you kill stuff effectively but it WILL help you hold aggro so slot it for that first.
Attack slotting - Your attack chain is slow and every one counts so it becomes very annoying when one misses. I'd go two ACC on attacks if you can.
EndRdx Slotting - I see you're putting end slots in attacks but are light on them in toggles. Personally, I'd rather put them in the toggles. The simple reason for that is that if I'm running low on end, I can stop attacking as BA along with taunt will allow me to control aggro. Attacks I don't have to use if end is low, toggles I do so I prefer my end benefit in those. I normally open up with big end AoE's to get everything on me then just concentrate on taunting and mopping up stragglers when it's not going to cripple my end for toggles.
Consume - An annoying one to slot. The three recharge is a must and the other three are debatable. If you have a lot of aggro and hit it with three end mods, even if you miss most you will still refill your end bar. With one end mod, you may hit more but the return on each of those is feeble. With D-Zol, I found less ACC more end mod gave me a better return but had to be timed better. Unfortuantely, it also proved a lot more useless against AV's as it missed most of the time so decision is definitely personal preference but consume is a must have power on fire tanks
ROTP - I wouldn't bother with the disorient durations. The mobs get 'scattered' on ROTP and that gives you plenty of time to re-toggle so the slot can be used elsewhere. A green in there so it gives you more HP on rez is a lot more useful or even a recharge to get it available a bit quicker for tough missions.
Burn - Always debatable on this as to whether it's worth taking or not. If you're fire/ice, it's a must have as it's pretty much your only real offence. Anything not ice, it's probably too situational to worry about and every single non ice from my old SG respecced it out after the changes, finding it to be pretty useless(we had double figures of lvl 50 Fire tanks last time I looked and I was the only fire/ice one and the only one who still had burn). The only time you'll use it is if you have a controller who is timing his AoE's specifically to allow your burn to work.
Fiery Embrace - FE + Build Up = Kills. When you have annoying targets like Sappers it's worth it's weight in gold but unless you've gone fire/energy and have both, it's benefit is probably not worth it and you fitting something else may be more useful.
Epic - Conserve Power is VERY useful on fire tanks providing you're disciplined enough to use it whenever it recharges. I respecced out of it on D-Zol just to fit a hold in for the Hammi raids but I do really, really miss it.
If you want to see how well I can tank with D-Zol, just holler over the global channel and I'll bring him out for some teaming and shou you how he holds up against different mobs, I'll even do it without ice patch so i'm not cheating
Of course, my first advice to any fire tank will always be to take ice with it. Ice patch makes up for your weaker defences compared to other tanks and, more importantly, it allows you to make the most of what used to be the king of the fire set... Burn.
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I assume it is this you are referring to earlier.
[ QUOTE ]
13) Duration and AoE for Gauntlet are hard coded but vary from power to power using the End costs and/or Levels (Tier) of the powers as a guideline, but not a hard and fast rule because there are exceptions. Example: Total Focus has a radius that is 50% larger than Energy Transfer.
[/ QUOTE ]
By adding the and/or he is saying that "guantlet is based on the tier of the power, with the possibility of a modification by the endurance cost of the power"
and that only as a speculation as all powers dont even follow that as a general guideline. But saying that: [ QUOTE ]
Gauntlet applies to any attack a tanker will make. The greater the amount of endurance the attack costs the greater the level of gauntlet. High endurance attacks are usually of long recharge and the only decent gauntlets you would have providing they dont miss.
[/ QUOTE ] where only the endurance cost is mentioned as deciding the level of gauntlet is clearly a oversight.
[ QUOTE ]
Go out turn off your aura and jab, box and brawl something and see how easy it is to keep aggro with that off a blaster, then imagine that when your blazing aura misses because of a tsoo sorceror or a storm shaman or even your out of endurance due to gauntletting so much and having -end effects you cant use anything.
[/ QUOTE ]
this is a attack chain of a level 6 (in a level 20+ enviroment)
Whenever someone builds a herd tanker, only picking the basic attacks and commenting on how poor gauntlet seems to be my only response can be summarized as "well, duh!"
Compare this with a /em tanker with Build upped ET and/or TF that generates high levels of "hate" or "threat" with the gauntlet of a level 35 and 38 tier power.
(i know, maybe its sounding like im biased here, its just that its the secondary with which i have the most experience.)
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By only mentioning endurance costs i am speaking of a general rule, my knockout blow is also a hold, the enemy is going to need to feel that hold and remember me better as with total focus being a disorient these powers have durations for secondary effects they realistically deserve a better kind of duration or aoe effect. Footstomp is going to have a large aoe effect as it hits so damn many where as haymaker hits one so will have a smaller aoe effect to be more realistic. Gauntlet at low level would be poo at lvl 6 and i brought up why it would be. At that level attack chainage isnt always there especially if your enhancing your primaries first as you should do and taunt itself is a far more effective power to keep aggro as you level up than gauntlet. Gauntlet can miss or be made to miss and after all that missing you do you succumb to no endurance and then you are just a fat lump of lard on a team. You could have moments where you ran to help the only defender keeping you alive and oops gauntlet missed and too late where as taunt would of cut out running time, got there quick enough and didnt miss under any condition.
imo gauntlet isnt great it doesnt make choosing between whether or not to get taunt any different by and large your gauntleting what your aura is taunting anyway.
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Compare this with a /em tanker with Build upped ET and/or TF that generates high levels of "hate" or "threat" with the gauntlet of a level 35 and 38 tier power.
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They can miss, leaving out taunt and waiting till 35 for a decent gauntlet is just sad and you would need to continuously be stacking things.
i liken gauntlet to a kid tugging mummy on the trouser leg and mummy turns around and says "just a minute mummy is talking" and she turns back to the person she is talking to. The kid would have to tug mums trouser leg harder to be more effective, or if not hard enough, the more it happens the better cos then mum finally turns around and gives the kid a scorning.
I liken taunt to offensively telling a guy across the pub how good his wife was last night in which case you know your number one public enemy.
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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EndRdx Slotting - I see you're putting end slots in attacks but are light on them in toggles. Personally, I'd rather put them in the toggles. The simple reason for that is that if I'm running low on end, I can stop attacking as BA along with taunt will allow me to control aggro. Attacks I don't have to use if end is low, toggles I do so I prefer my end benefit in those. I normally open up with big end AoE's to get everything on me then just concentrate on taunting and mopping up stragglers when it's not going to cripple my end for toggles.
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The less endurance you use whilst attacking the longer it takes to get to low endurance allowing consume to kick in. My firetank will not need conserve energy. Attack chains have higher eps and they reduce fight duration so its important to be able to extend the time on how long you can attack for. I wouldnt slot fire shields with endurance till after i have slotted attacks. Certainly slot blazing aura though. Kinslayer is right imo about acc and taunt in blazing aura being better you have chance of keeping teams more economical in their attacks versus -acc enemies.
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 have done enough testing to turn around and say omg is that all gauntlet does no tanker in their right mind would solely rely on that and repeated tests for taunt aura and taunt itself to reach the same sentiment. but anyway this link as first brought to this forums attention by Faultline should work and from all my personal experiences, what is said is basically believeable cos they ring true and explain things.
LINK
At lower levels you basically have lowest end costing powers that dont chain up well to even look good making gauntlet look particularly bad, when my aura hits 10 and i taunt 5 thats outside of my aura i am looking to hit any spare 2 foes for gauntlet and glad for it other than that im not looking to gain from it unless coming off an aoe attack such as footstomp which is and should be as unthing says a great opener.
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.