Rifleman Archive
Thread: Rifleman & Aggro Management
This works very, VERY well and if you follow these easy steps, you will not be getting beat up. If you lay there chain-firing snipershot, you will get chewed on.
well...kinda sad but i was grinding fs in dant with pikets, and i guess all my meleegroup grindersdid the same exact thing you said.
Few state attacks, then they all use the weak and puny moves.
Even with my incredibly lame 200cond grinding ALR, I still outdamage them with ranged shot (SAC pup). They all hit for around 200, while I hit for 300. I then gave up and hit for 800 instead.
Ackehece wrote:
great ideas and all... but that negates the purpose of our class... damage output. If we have to limit our damage output we are not fulfulling our role because of a broken game play mechanic.
I have an idea............
How about we turn Taunt into a passive ability that does this:
1'st level taunt treats damage dealt by that player as 25% more (not an actual 25% more damage, just the aggro formula makes it seem as 25% more damage).
2'nd level 50% more
3'rd level 75% more
and
4'th level 100% more
(Not a well written post, but I hope you get the idea)
Message Edited by PyscoJuggalo on 07-09-2005 05:56 AM
/agree
Ackehece wrote:
great ideas and all... but that negates the purpose of our class... damage output. If we have to limit our damage output we are not fulfulling our role because of a broken game play mechanic.