View Full Version : INC taunt fix(we hope)
Cykotik
12-12-2006, 03:41 PM
<DIV>W00t. The update on test includes the aggression skill and all the changes to go with it. So far so good.....</DIV>
lostsandman
12-12-2006, 03:56 PM
<P>Well i have bad feeling about this tbh. I really hope that things get better rather than worse. </P> <P>Right now i have not much problems with hate on raids. I normally get dirge/coercer and swashy and hate seems fine. So i really hope SoE knows what they are doing and not messing things...</P> <P>What i am annoys me the str nerf to dirges. On raids i get that buff meaning more DPS and more power so due to the dirge nerf all tanks are at disadvantage.... But they did say they are going to take look at all the bards so fingers crossed...<BR></P>
Gungo
12-12-2006, 08:00 PM
All i can guess w/o using this skill. Is that as soon as it hits live. You will resist most taunts until you reach 350skill then any additional points decreases resists up to 20% like disruption. Any debuffs of aggression on you will make your taunts resist more.<p>Message Edited by Gungo on <span class=date_text>12-13-2006</span> <span class=time_text>03:04 PM</span>
Original Cinadien
12-13-2006, 03:53 AM
Personally I think it sucks that at level 70 we have to learn a skill that Guardians have had to use since day one because they screwed the pooch. <div></div>
EpokSilvermo
12-13-2006, 04:14 AM
Aye, it is like your boss telling you that he accidently payed a couple of gold too little the past months and that he will pay the missing amount but you have to work overtime for it LOL.If it would be RL it would not be funny I guess <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /><div></div>
Sirlutt
12-13-2006, 06:45 AM
you will learn up to 350 in about 10 minutes... everytime you taunt you will skill up, just go grab a group of mobs, turn in inflaming defence and go afk to get a coke.. 350 when you get back i bet.<div></div>
Memmoch
12-16-2006, 06:40 AM
If your in a highend raiding guild you'll find that now it is no longer just "nice" to have 2 hate xfer's in the MT group but has now become manditory. Hopefully this change will bring things back down in check where we can have the less than ideal hate xfer group setup's and still maintain decent aggro. <div></div>
Sir_Halbarad
12-16-2006, 01:46 PM
<div></div>Even more so in a mid/starting-T7 raid guild <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />We killed Vyemm and are on Vilucidae's last 15%... And I always put 2 of Coercer/Dirge/Swashbuckler/Assassin in my MT Grp... and if I don't need much healing, even 3.My favourite setup with 2 healers:Guardian, Templar, Defiler, Coercer, Dirge, AssassinWith 3:Guardian, Templar, Defiler, Warden, Coercer, Dirge<div></div><p>Message Edited by Sir_Halbarad on <span class=date_text>12-16-2006</span> <span class=time_text>01:05 AM</span>
Max122
12-17-2006, 05:25 AM
<DIV>WIth those group set ups with 2 healers dirge coercer and assassin rock no doubt. With 3 healers which I like to do now with the wardens offensive skill buff the dirge and assassin are more then enough. Our top assassin always over 1800dps on any fight that isnt extremely long but on those he is one of the few that is over 1k or near it. That right there is amazing with the new changes I find warden and either dirge or coercer tops having them both cause in defensive you swing and miss lots without the massive buff from the warden unless you got nice +skills on gear or went last ability in the wisdom line. Other then that all the miss hits really makes all that + to hate gain worthless stacked from the dirge and coercer.</DIV>
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