It's not the fact that it's only 25% of damage healed back... Big deal, all shields will have that limitation and if Brick still absorbs damage in pvp, then Earth it will essentially have a passive RA activated 100% of the time. My issue with rage is that it looks like you will still need to rage cancel, it's much higher risk than just simply popping a shield or having brick out all the time. And sabigya, please don't use "blame Rage DPSers who abused RA" as a response, or "Rage does alot of damage because it was easy to level up". Lets just try to look at the situation as we see it relevant to the new season of pvp
Cause if I scrow up alittle ill see that you said " Yea, It would be unfair if it was a 100% for rage tank would not it? " Im still confuse how 100% got in there.
It's not the fact that it's only 25% of damage healed back... Big deal, all shields will have that limitation and if Brick still absorbs damage in pvp, then it will essentially have RA activated 100% of the time. My issue with rage is that it looks like you will still need to rage cancel, it's much higher risk than just simply popping a shield or having brick out all the time. And sabigya, please don't use "blame Rage DPSers who abused RA" as a response, or "Rage does alot of damage because it was easy to level up". Lets just try to look at the situation as we see it relevant to the new season of pvp[/quote] --------------------------------------------------------------------------------------------------------------------------------------------------------------- this is what ive been trying to get in his head. 35%-50% for tank role or DPS role last 1-2second less. It'll be unfair for rage tanks in new PVP season.
It's not the fact that it's only 25% of damage healed back... Big deal, all shields will have that limitation and if Brick still absorbs damage in pvp, then it will essentially have RA activated 100% of the time. My issue with rage is that it looks like you will still need to rage cancel, it's much higher risk than just simply popping a shield or having brick out all the time. And sabigya, please don't use "blame Rage DPSers who abused RA" as a response, or "Rage does alot of damage because it was easy to level up". Lets just try to look at the situation as we see it relevant to the new season of pvp Rage tank powers do not hold a risk. They simply migate damage. Again, They can increase it as long as their is a higher risk involved. WM could chew through a Ice shield and brick absorption. It could not go through rage's self healing.
A rhetorical question is a figure of speech in the form of a question that is asked in order to make a point. The question, a rhetorical device, is posed not to elicit a specific answer, but rather to encourage the listener to consider a message or viewpoint. I don't know how many times I am going to have to post this. They can bump it up to any percentage they like as long as they put a risk for the reward.
The healing for rage crash in tank role should be at 50% of damage. Remember when the devs used the term high risk high reward? Tell me why the I'm using two times the amount of power to get the same reward as any of the other tanks? AND the risk is higher than the other tanks because I may not even avoid the damage. Rage crash mitigation isn't effective with these percentages. It is fair for rage tanks to heal 50% of damage in my eyes because having to use 2 powers for the same result as one ice shield isn't right. If this doesn't change I can already see rage tank pvp loadouts with neither Severe Punishment or Relentless Anger. These powers right now just won't cut it.
Tell that to fire. WM can chew through an ice shield but not through RA. Either way 50% or 100% as long as their is a certain risk involved I am fine.
Like you said yourself, "Risk vs Reward", page 4 Then why must Rage tanks and Rage DPSs both have 25%? It makes sense for ice because ice shielding is based dom/restor so ice in tank role get double dom, so their shields take more hits, not only that but certain ice shielding in tank role last longer. For rages its just 25% for both and same duration for both.
once again sabigya, more people agree that rage tanks should heal more. You must not really like rage tanks... but come on, you have to be fair to all powers. Rage tanks need an increase. PERIOD
Fire's self heals are guaranteed for a starter. Rage 's heals are not. Second, fire tanks only have to use one power for their heals. Rage tanks have to use a rage activator AND a mitigator or canceller. And 3rd, rage crash isn't stat based. With rage tanks, there are no stats to adjust. So when they mess with percentages everything changes. First off you only heal 25% of damage dealt to you. That means mitigators only absorb 12.5% of damage you to while you were enraged. So basically, rage tanks are the only tanks that can use two powers and literally receive half the mitigation that any other tank could get by using one.
[quote="Sabigya, post: 2783962, member: 315355"] Rage tank powers do not hold a risk. They simply migate damage. Again, They can increase it as long as their is a higher risk involved. WM could chew through a Ice shield and brick absorption. It could not go through rage's self healing.[/quote] You have got to be kidding me...tell that to Pro Rage tanks in PVE AND PVP in any server and lets see what they say aye?
something is up with the quote function right now.... but, I think you are mistaken with a few things. At an absorption rate of 25%, Chances are the Ice tanks shield will run out of time before you hit that damage cap. How can you chew through Brick's passive/constantly active 25% absorbtion any differently than rage with RA active? It's a constant absorption without needing to crash cancel or taking full damage before it is healed back. Brick is nearly unkillable with a high cr and in the new season pets will scale with pvp cr. In fact, thanks for reminding me, Rage has to take 100% of the damage first before the 25% is healed. This can make the difference between getting KOed or scoring that final hit if you don't have enough health to take that full damage before 25% is healed back. That's another thing that earth and ice don't have to worry about
To add onto what I said if the healing was at 50% and mitigators were at 25%, rage tanks would still have to use 2 powers to get the mitigation any if the other tanks could get by using one power. Even if we hit the rage combos we are still using 2 powers instead of one to do so.
Please tell me how you are are getting countered if you try to use a tank power. Using a power does not have a risk you hit it and boom damage migitation. The risk in PvE is not the use of the tank power is the use of when to use the tank power. If you are a pro rage tank and are good you should know their is no risk. [There is a reason for breakout trinkets]
I was referring to the post where you mentioned using twice as much power. You can heal up to 3k if you combine burning determation/stroke flames and 4k if you use a burnout. You will burn half your power for 4k heals.
The rage tank will burn more power just to keep up his rage mode up in the long run. You said that a fire tank would use those 3 powers for 4k healing. Rage tanks have to use 3 powers just to get 25% healing of the damage you just took. And that is every time you use rage crash.
any power that ignore rage crash is either blockable/lungeable. What would happen if your rage crash is on and you get stunned at the last moment? you think your breakout trinket will save you from rage crash ? Ok, tell me when did the breakout trinket ignores rage crash aye? This aint legend PVP yo. BTW, did you ask any Pro rage players about how rage is not a risk reward power?
1. They just migate damage. Also only the combo is blockable. You still migate all the damage even if you do not use the combo. 2. Breakout > Clipped with a Bloodlusr Ire > Bloodlust or Vindictive Or Infuriate > BloodLust or Plasmic Retch with a quick JC.