Posts by bemeet

    I totally agree with you the general problem with tanks is simply that eq only improves the stats but not the aggro where with dd's it's always the problem that the better eq they have the harder it is for the tank to keep the aggro.

    General multipliers would improve aggro quite a bit and also make other tank classes more playable again.

    Hi,


    Once again to Lutine's suggestion.

    First of all, like Lutine, I think the idea is that the knight is a pure tank and that he is at the “top”.


    At the moment it looks like no matter which champion combination you have as a tank, as long as you are not equipped in the high end, you hardly have a chance as a tank. The aggro buildup is just way too slow.


    There are several different ways to adjust this.

    Lutine's idea is good in itself, but all in all it won't change the current situation much. So I have several suggestions.

    My suggestions would be:

    ID: 498572 (rune overload) gets a stamina multiplier of about 0.5

    ID: 498533 (rune energy supply) gets a higher aggro value (knights in base form have much more than a champion)

    ID: 1491756 (hammer blow) gets a smaller cooldown when the skill ID: 498562 (shield form) is reduced by maybe 5 seconds.

    ID: 498529 (Runic Pulse) should get a slightly higher aggro rating as it is pretty useless.

    ID: 498521 (Heavy Strike) should perhaps get an aggro multiplier

    ID: 498531 (Fearless Strike) should perhaps not do more damage when the skill ID: 498562 (Shield Form) is active with 30% remaining HP but generally increase aggro.


    These are just a few suggestions on how to make the champion a little more playable as a tank. He should at least be playable enough to be useful with the gear of the appropriate ini.

    I hope my ideas are well received and you can soon play better as a champion tank again.



    MfG

    Bemeet