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Showing results for tags 'tanking'.
To start off, i find the combat system fantastic, with emphasis on having a threat system, promoting more difficult team play at higher difficulty settings. Coming from an MMO background, and mostly experienced as a tank, i love that Grounded has implemented this mechanic! Is there a possibity of a Perk/Talent/Mastery system? It would really add a great amount of depth, replay-ability and additional customization to the game... Has anyone else wanted, or thought of something similar? -NNZ
Hi all, I just started the White March DLC and really wanted to incorporate zahua into my party. I wanted him to take Eder's role as main tank. The thought of an ascetic tank was just too much for me to resist. The tank is gonna take a beating, so why not make him the guy who uses pain as a pathway to enlightenment! Furthermore, monk looks to have some pretty cool CC abilities that may be a bit more interesting to play than Eder's fighter class. Anyway, it's pretty obvious that using zahua with the attributes he comes programmed with wasn't going to cut it, as he was balanced around dps. So I used the console commands to change his attributes to better suit a tank. I also replaced mortification of the soul with defender. I'm currently using: lvl7 mgt 8 con 18 dex 13 per 11 int 10 res 17 for reference, here's his stats without the modification. unmodded lvl7 mgt 17 con 14 dex 13 per 11 int 10 res 12 Using a stiletto with life drain, a shield, and heavy armor, he still feels feels considerably squishier than eder was. This could just be the area I was in (russetwood has some pretty heavy hitting trolls and ogres), but regardless I'd like to get you guys opinions on how to create this custom monk main tank build. Seems really fun if I can get it working the way i want! Thanks for any input.
Deflection stacking, deflection stacking all the way. A character with very high Deflection enjoys many advantages. He lasts very long in combat, and being heavily outnumbered and surrounded doesn't bother him that much, because it doesn't make him easier to hit. Deflection also avoids many attacks altogether (Knocknown, poison, disease as secondary effects). I don't read about DR stacking on this forum nearly as often. Don't you think DR stacking is too weak ? DR comes with more limits, for example at least 20% damage always goes through. Each attack always deals damage no matter how thick your armor. Unless it doesn't hit at all. Games like DCSS have limits on similar mechanics, such as shield parry. Each subsequent attack has a higher chance to hit. In PoE terms, it could be that when you are attacked, you get -5 to Deflection for 1 second (STACKS).