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FtenEQ

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  • Location
    Northeastern MA
  • Interests
    MMO's, XBL, Raptr, My house, my family
  • Occupation
    HIP Operator, don't even ask.
  1. So basically, you guys won the loot lottery! Just not in the way you would want. Roughnesssssssss. However I would say that possibly, they could have a system attempting to tailor the gear and it is just misbehaving(misinterpreting the group makeup). I mean HM Ops are dropping no gear at all so really it's not out of the realm of possibility. Certainly they have some bugs to clean up in their loot system and it's behavior.
  2. That's quite the generalization and pretty narrow-sighted. I'm pretty disappointed you would take that avenue because I do think you make good posts most of the time. Being a WoW player does not equal someone who can't tell the difference between the need to use CC and not.
  3. Honestly? If it wasn't for all my last 11 years of experience tanking EQ, CoH(lulz), WoW, Rift, War, Aion, and now SWTOR then I think I would be much worse off. I can differentiate different strategies needed in different encounters and dungeons. I have seen everything this game and every other game has to throw at me. There is no surprise in tanking for me. I know how to gear, I know how to plan, I know how to handle good groups, bad groups. Also I am used to using CC. I also was one of the first people on the forums saying that weak mobs don't need to be tanked and they should be focus fired by dps(this was the same thing in TBC of wow where, as a warrior tank in early heroics had dps focus casters with interrupts). I really don't think that saying because someone has come from WoW they can't use their experience to great gain. If you had only ever played LK and Cataclysm in it's current state and not early cataclysm or TBC/Vanilla. Threat is not difficult in this game if you mark well, have a good rotation and know every pull inside and out. Which as a tank, you should know everything inside and out otherwise you are probably not cut out for the job.
  4. Uhmmm, I just went through the "Vision Quest" last night on Voss and I am absolutely blown away with the storyline. It's f'n amazing. The JK story is actually pretty damn awesome if you pay attention and get invested in it.
  5. Aren't we all? Being tacky and lame is actually hip now. It's crazy.
  6. Well over time if you run those a few thousand times I'm sure you'll see it level out. Good luck and! /lootrage ON
  7. Quitcha*****en Goes out to everyone crying on the forums how hard and bad Guardians are.
  8. ***Jokepostinc*** At least until we hit ICC right? -zinggggggg This is like the same post I made! Copycat! It is 100% true though.
  9. Hence my inclusion of the needed survivability threshold in my post! And I know you're not quoting me there but for the sake of clarifying(or further muddling to the Muggles) the discussion. Of course they're not mutually exclusive, however once you're over the survivability threshhold, adding more isn't going to necessarily make your survive more.
  10. FtenEQ

    Update.. finally..

    Yayyyy people losing their camp valor. GG most of the IMPS on The Swiftsure.
  11. I can see you haven't really gleaned any information from our previous posts. To answer your questsion that Kit didn't directly answer. No they don't necessarily have to have more endurance. Tanks do not need to have more HP than any other role in the game, they just need to have the ability to tank the content successfully.
  12. Those guys are spreading a lot of misinformation about the way tanking metrics should actually be valued. First: Endurance should only be used and taken in favor of mitigation to meet survivability caps. Then: Once you are past this survivability cap you do not need additional endurance as you already have enough HP to survive said encounter. Having more will not increase your survivability, it will only possibly increase your hits to death buffer against magic damage. Once you survive an encounter, you should be reasonable enough geared such that any increases in endurance are not worth taking over increases in damage reduction, that being defense, shield, absorbtion. These three metrics result in more damage reduced and will increase your time-to-live in all scenarios minus "Magic damage inc > Physical damage inc over the course of the fight." Though even though there is a lot of magic damage flying around in the SoA fight, there is in no way more magic damage than physical damage done to the tank. One thing you should never ever do is favor one completely over the other, in terms of getting more HP or getting more damage mitigation. We can't help but increase our END as we get more geared because each upgrade naturally has more END on it. Thus we don't realistically need to take relics that have ~20 END on them in order to make sure we survive. You would actually be better off in all scenarios to take the 20 END hit and increase your actual survivability. TL:DR Increasing your END =/= increasing your survivability once you survive an encounter once.
  13. Amen Pandas. Also what you mean 12 days? Because of the DS nerf?
  14. Sorry BW, I'm not unsubbing but without a rollback, there goes probably a good 20% of the Republic players left who did not outright cancel after this.
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