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About Me

Found 6 results

  1. Hi all, This topic has come up a couple of times now and us getting over to Reunion is a bit difficult (time zones, limited number of Tuesdays... ), unless we 1) got on a 5th Tuesday (in which case we won't be there very frequently), or 2) run an event on Saturday. On live we did the to make it to the Euro servers on selected Saturdays, so there is a precedence for an "off day" TTT. Anyone interested? Also, I think I saw at least one, or two other Tank enthusiasts asking about TTs on Reunion, if you're out there and can join the discussion we'd like your input. The next
  2. Currently a work in progress, but will be updating as I go. This thread will be used to compile my thoughts on Ice Tankers, all the secondary sets I've tried on Ice Tanking, As well as data mining things such as "How taunting actually works" and suggestions on how to improve/change Defense-based tanker sets.
  3. My God, this is horrible, terribly unfair to all the melee classes, and to Brutes in particular. The Blue Flames mechanic is constantly forcing you to move away from the mob you had been engaging. It makes the holding of aggro consistently, especially against more than one mob, impossible. It renders taunt auras useless. It takes the class dependent on Fury generation completely out of the game. It is typical of the devaluation of melee ATs and melee defense sets that characterizes a lot of the later added content. This is one of the worst offenders there. It is generic MMO
  4. I had to much time on my hands at work one night and got to thinking about powersets and the podcast I was listening to was talking about pro wrestling. After doing very little research I had some ideas for a scrapper, brute primary and a tanker secondary. The idea is out of my head, I leave it to people smarter than me to refine if they want or let it die on the vine here. Level 1 Eye Poke Low damage(dot) blindness Low endurance Level 2 Slap Low damage, Knockdown, Low endurance Level 3 Leg Sweep Moderate
  5. The last couple days I've been playing both an invulnerability and a stone armor tank. Both characters, among others have powers that give +Max HP. Each set has a power which boosts Max HP, and were originally designed before the Absorb mechanic came out. AT's have HP caps. What I'm suggesting, to keep these powers useful, which seems practical given characters hitting hp caps with IO's, accolade bonuses and such is to make whatever amount of HP that powers like Dull Pain or Earth's Embrace would have in excess over the the HP cap if it wasn't there converted into an Absorb shield
  6. I have been running some tests on my Electric Armor/Energy Melee Tanker over the past few days and I have run across an issue I think should be looked into. As many of you might know Electric Armor comes with a power called Grounded that gives you Knockback Protection at a whopping Mag 15.6, and in most cases this is enough to get you through just about everything. Most people don't slot other AT's past a Mag 8 for Knockback. So, I figured this would be good enough for my Tank. Then Lord Recluse happened ... Old spider-butt couldn't hurt me, b
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