A forum for the fans of that comic by Kyle Shaezer and Travis Hite
You are not logged in.
Yes we does. What happened to him?
Also, Emohawk, that stunt nets you +5 Awesome. Bonus points if a) none of them got it and commented on this, or b) some of them did get it and gave you grats.
Last edited by Tribute. (2009-02-28 10:50:54pm)
Offline
Reactions were along the lines of "What the hell?". I think I would have remembered if anyone had said exactly that, as that would have been funny.
I told them to read it, and they didn't.
Offline
And are you really surprised by this fact?
Offline
Well, I commend him for trying. Real life tends to be rather more important so I cannot really hold this against him.
Offline
I think the tanking trees do need some work, just some basic ideas I'll throw out.
Ice can be your "basic" tank tree. The more damage I do the more threat I cause etc. It will mitigate a decent amount of damage and have a large health pool. I think while Ice ends up being the most generic tree, I also imagine them with the most versatility, having such large health pools and armor to let them be effective against most attacks.
Ice Talents focus on things that increase health, armor, avoidance, mitigation etc. Perhaps even things that increase durations of buffs/effects of heals the player receives.
Well rounded at all types of tanking. Most efficient at melee due to health/threat, fairs well against range. Armor doesn't provide much benefit against spells.
Wind can sort of revolve around "ranged tanking." Maybe they don't take damage as well as the others but they do more damage or cause special effects the further they are from the enemy. Thus the enemy starts to move towards them and it creates a game of cat-and-mouse. (if the enemy is a melee fighter) If it's ranged I guess they'll have abilities and effects like "slow missiles" or blink/teleport type abilities where they completely avoid an attack. They'll still be able to take a hit better than your damaging trees, but they aren't as built for endurance as Earth/Ice.
Wind Talents focus on things that increase movement, allow for rapid movement, slow, hinder, or pull ranged attacks towards them. (and away from allies.)
Best at tanking ranged, "pseudo-tanks" melee with cat/mouse effect. Somewhat poor magic tanking.
Earth is more anti-magic. They might take more physical damage but they have the ability to reflect spells or intercept spells. Maybe they can steal buff type spells from enemies and "steal" debuffs off friendlies to cure the effects off them and place it on themselves. Most abilities will actually cause few threat, but the tank will have ways to force the spell onto himself, or intercept/push a friendly unit out of the way of an attack.
Earth Talents focus on reflecting, absorbing, and intercepting attacks. Either by pushing players out of the way and taking the blow, or being able to draw the attention of effects even if they aren't directed at the tank.
Best at magic tanking, Average ranged tank. Poor melee due to poor threat generation.
Offline
You know, with those lengthier descriptions, Ice and Earth seem backward. Reflection and such says Ice to me, while health/armor buffing and physical damage mitigation says Earth.
Doesn't matter much, just comes off as strange to me.
Offline
It comes off as the same way too me too, I was just trying to keep it towards Kite's descriptions of physical for ice and magical for earth.
Offline