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Enforcer guide
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Cold
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Joined: 07 Apr 2007
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 Post Posted: 09/11/2008 12:20    Post subject: Enforcer guide
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Enforcer guide

What is an Enforcer, and what does he or she do ?

An Enforcer tries to make sure that there is only one person in the team that needs to be healed�him.

In team, his main task is managing not only the agro but also his nano, based on just his own equipment an Enforcer can not chain mongo. He has to very quickly find out the balance of keeping a nano reserve and maintaining agro, this will vary greatly depending on the team.

Attitude

My attitude when I�m the tank is, the Doc that is in team with me is my Doc and I will try as hard as possible to make sure that I am the only person that needs healing.

The attitude of my team mates is equally important, in the team we do not decide who the tank is, the mob decides who the tank is�..you piss it off more than me and you are tanking.

Aggro:

The mob being attacked builds a hate list, everyone in it�s vicinity will be on that hate list, the person at number one on the list is tanking. There are certain things you can do to move yourself up and down the list.

How do you make sure you are number one on the list?


Make sure you are the first person the mob sees.

Taunt and damage alpha, if you take the opinion that 1 point taunt = 1 point damage you will around the time of later levels in Ely learn that your top mongo will not suffice if you use just one time in a fight.

Also recognize that trying to get to the top of the DD list will make you fail at keeping at the top of the hate list��You are there to take damage, not deal it.

Aggro tools such as

Aggression Multiplier

Library of Foul Language

Codex of the Insulting Emerto Also used for ranged pulling and can also be used to pull mobs through closed doors.

Aggression Multiplier (Jealousy Augmented)

Scorpio's Aim of Anger

Da Taunter Skill to use this is Bio Met, and so handy if you are short on ip to use the Psychology requirements of some of the others.

Nanos

MONGO!!!
Pretty simple, you hit the button and taunt the mob for X amount of taunt damage.

Taunt procs
During a fight you have the chance to taunt for an extra amount, %chance and amount taunt depend on QL. When you hit something the proc has a chance to fire, if you dual wield you will hit the mob 1/3rd more than 2he/2hb and so increase your chances that the proc will fire.

Damage shields
When you get hit a small portion of damage is reflected back at the mob, damage = taunt.
Note: Ice Burn is not available from any garden, it is the nano from the new pen quest, this nano also has the chance to �taunt� the mob or mobs hitting you (10% chance for a 10k taunt)

Perks that help keep aggro

Taunt or Shield perks

So there we have quite a lot of items, nanos, perks that will help us keep agro. But the main thing that determines whether we hold agro is our nano pool, thing that determines whether someone will steal agro is how fast they can push a few buttons.


Nano, Nano cost and Nano Delta

Possibly more important than HP, or certainly on par. If you run out of Nano then you loose your main ability to control aggro and therefore how hard the Doc has to work to keep you and the team alive, over work him or her and you will soon be at reclaim.

The first things that we can look at a Nano stims and sit down rechargers, the skills you need to use these items do not need to be maxed out as your Nano pool will be ridiculously tiny.
The Time Space line is not used for anything else on an Enforcer other than sit down Nano rechargers. Be your own judge on how much and when you need to put more ip in this skill. The same goes for the First Aid skill, ip enough so that you can get buy.

There are also items that you can use to ponderează your nano cost such as CPU Upgrades, Azure Breastplate, Also buffs from MPs and NTs

In higher levels you will be able to see a difference in how Nano Delta can ease your game play, most common use of this is by using implants there are items however that can increase your Nano Delta like the Soulmark that drop from the Inner Sanctum

I had a look on Auno to see if I could make up a list of links, but there are too many variances to go through.


Survivability

Armour

The first job of the armour you put on is to protect you, any abilities or stats that it buffs are secondary, if you see any Enforcer in Predator in Ado just point and laugh.

Early levels the only choice to go with is Carb, aside from good AC value it also gives two vital boosts, NCU and Nano, you can obviously Omnify it too for the HP boost.

Around levels 80-100 you should be looking to get into Tier armour, very good AC value and with the various upgrades will last a long time. With Tier three also giving a huge HP boost.

Post Tier two/three you should have an idea what needs replacing and or upgrading.

OFAB: I don�t really see OFAB armour as the full set being worth it, even at end game, the time you need to farm the items and then the upgrades for each piece against the stats that it buffs and AC rewards do not justify that as option for me, especially when you consider the best end game armour is still Alien. There are however pieces that do warrant casting an eye over.

The Back item for general use and if you can stand the look the helmet
Gloves for 2he users
Sleeves for 1he* *
Shoulder pads for 1hb users
Chest for 2hb users


**1he was always a good option for low to mid level Enfs, now that the Dof requirement has been removed from the last of the 1he perk line it seems to be a good option now too, although the most expensive ip wise due to the sneak attack on most 1he weapons.


NCU

I have around 640 NCU on my Enf, of that my own buffs take up around 260 the thing is I still don�t have enough, and you won�t either, no matter what you do or how much you twink to get more you will still never have enough. When buffing for a raid (Beast, APF etc.) with a fixer in team I will have around 890 NCU and I still have to then cancel some buffs so I can get the ones I need.

In short, do what ever you can to get more NCU, everything that your team mates use when they are soloing you can also use, the more buffs you can handle the better survivability you have.

It fits in with A car can never have too much power�, A woman�s breast's can never be too big�, An Enfo can never have too much NCU�


Perks

Major perk lines

The first priority is to perk Bio Shielding, biggest benefit is the Cocoon that will save you more than any Enf would like to admit but also bonuses to AC, damage shield and reflect so both reducing the amount of damage you take but also helping with agro. And an AoE heal that increase with more perk points spent in the line, this is not a huge heal but it is a fast recharge. It will also give you an option for agro, ask any Doc what happens if they fire off a Battleground heal at the wrong time. Although to be fair, if it comes down to using this perk as an agro tool�things are looking pretty bad anyway.

Then Form of Troll, the main benefit from this line is the huge hp boost (4.4k fully perked) and the boost to your heal delta. The perk specials can also be very good if a little situational, A huge self AC boost (6k AC for 40 Secs, bad news �800 run speed), heal delta debuff (-1000 to target heal delta for 30 Secs). The next two perks are stuns and require you to be affected by Troll form (AC boost perk), the first Stone fist is a direct stun on target only for 10 Secs, the second Avalanche is an AoE stun and direct damage, it will be more effective both for the duration of the stun and the amount of damage it does if the target already has �Stoneworks� which is the first perk in the Mountaineer line (more on this later). The attack skill for both the FoT perks is Brawling.

The next in what I would call as primary perks is in the AI group Mutate, the main bonuses from this perk line are 2.5k hp and two taunt perks, these perks also do direct damage and increase the damage the more perks you have in this line. In order to get the taunt effect from the second perk you have to off used the first perk within 10 seconds. Attack skill is Matter Creation and defense check is Evade close so it can hard to land both on some targets. Other bonuses from this line are small boost to melee init and brawl, plus the �Highway perk� this is a short term (40 secs) boost to hp (2k) and AAD (200)

Genius, this is an absolute must for any Enforcer irregardless of breed, it buffs Intel and Pys but the second perk point you spend in it gives you a 1200 point nano regain.

Weapons

The quicker a mob dies the less damage it can do to you, so quick killing is important and although you as the tank in a team are not there to be the damage dealer it is still obviously an important area.

There are advantages and disadvantages with all weapon lines so what it really comes down to is what sort of weapon you want to hit the mob with.

1 Handed Blunt:
Buff and perk lines available
In terms of pure weapon damage this comes out on top of all the other weapon lines.
The perks from this line give direct damage, snare, init debuff, AoE damage and stun.

1 Handed Edge
Buff and perk lines available
Now that the DoF requirements have been removed from the later perks from this line, this option is being touted as the answer to combining PvM & PVP. You will get the benefit from dual wielding that 1hb Enfs have now for the taunt proc, the perk damage is direct damaged only and has no other effects like the 1hb line, also the damage range of the perks is similar to the 1hb perks damage. 1he does now offer sneak attack for PvP use, there are some Enfos who are trying a hybrid 1hb/1he set�..although purely PvP as the benefit of having two weapon perk lines and sneak attack means they loose quite a lot in other areas.

2 Handed Edge
Buff and perk lines available
Biggest single hitting weapon line and perks that also do the most damage made this the weapon line of choice for PvP, this also made it the most expensive in terms of weapons, buffing items and nanos. Perk line gives, Pain Lance high direct damage perk and Slice and Dice single perk attack that hits fours times for a very large amount of damage. Like the 1he line there are no other effects.

2 Handed Blunt
Buff and perk lines available
Sadly left behind in terms of damage for both the weapon and perk line, the 2hb weapons tend to be the slowest of the main weapon types.
Perk line gives Direct damage, AoE damage and self AAO and damage buff.

Although Piercing and Melee Energy are supported by buff lines they do not have normal perk lines and as such are pretty much not counted as viable choices.


Weapon selection

For young enforcers on a budget, weapons from �Melee Smith� near the 10-3 Outpost should be your first port of call, he offers weapons in all the major Enf weapon lines, most will even buff a crucial skill for you too.

Apart from 2hb users TOTW offers weapons that can be used for a long time, certainly for 2he users DO NOT leave TOTW without a Frost scythe of the Legionnaire or Stygian Desolator and for 1hb users make sure that get the Skull of lamentation and Skull of Woe. 1he users will have to make do with the Phase blade as their TOTW weapon, unless you want to camp forever for the Frozen tear of Uklesh, if you do decide to go the 1he route then the weapons from Melee Smith may still give you a better option. For 2hb users Melee Smith is pretty much your only option.

Approaching level 100 you may want to start considering your next weapon upgrade, these will mostly come from Crypt of Home. This is wear PvP rears it�s ugly head and starts to make your equipment expensive.
1he Chiropteras and 2he Panthers command the highest prices especially the low ql ones.
2hb Howlets however are a lot more affordable.
For the1hb user Mortiigs which are SL only (no froob love here) are the best choice for them.

Whilst you do not need these weapons to do your job in those levels i.e. tanking Ely hecks or Cyborgs, they do make your job a lot easier due to the huge increase in damage. They also have the benefit of being usable on RK and in AI until quite high levels and not to mention the boost to Nano pool and restrânge Nano cost. Whilst being used in SL they start to show their limitations in Ado, where your once Godlike 2.5k hits in Ely turn into something around the 400 mark in Ado.

The next step is moving to AI weapons, 1hb users would normally of changed to AI hammers before going to Ado, 2hb and 2he users will do shortly after. 1he users have the option of using Butcher�s knives these are very fast, good min damage, work well on RK and for AI and some nice bonuses too.

From here on, there are only AI or OFAB weapons to choose from and you should know what you are looking for.

Pulling a mob

The importance of this ability can not be emphasized enough, I will even on easy mobs try to pull just one from the pack, I can probably tank 10+ plus mobs on an Inferno easy mission so why just try to pull one ?

Easy, it is a skill and with all skills if we don�t use it we loose it. But what does pulling a mob bring us, it means that the Doc and Mezzer are not working hard, when I�m in a mission I want to keep the Doc and Mezzer bored with not a lot to do, because when that time comes were a pull goes bad, I and the rest of the team need those two people to be on top of their game, a tall order if you have kept then beating their keyboards trying to keep people alive for the last thirty minuets and they are sitting in front of a monitor in a pool of sweat holding a smashed up keyboard.

In short, I do it to keep the Docs� and Mezzers� life easy�� remember, an overworked Doc is the fastest way to reclaim.


Breed

Atrox is the typical Enforcer, Strength and Stamina being very important for our normal armour choices, implants/symbs, trickle down into weapon lines and body development.
The down side is intelligent and psychic means a hard time getting in the last brain symb and low trickle down into nano skills, nano pool and a poor nano delta.

Solitus as always is not the worst and not the best, a harder time getting the stuff the Atrox will find easy such as armour, but will be able to get the two nano delta tick easier and of course easier time with some of the intel/pys based symbs.

Nanomage are normally the last breed to choose from in most other profs but for Enforcer they can make a very good alternative, remember about � If you run out of Nano basically never going to happen with a Nanomage Enf. They will never have as much HP as a Solitus and no where near that of the Atrox not to mention the hard time they will have with imps/symbs and armour.

Opifex is the oddball choice for Enforcer, doesnt have the stamina bonus of the Atrox, no better advantage with intel and pys over the Solitus, the breed benefits that the Opi has (agility and sense) do not play a big roll for an Enforcer, the trickle down to evades wont really be noticeable as an Enforcers evades are so bad they wouldn�t allow him to evade an aged granny in a Zimmer frame.



Two things that can not be passed on by the written word are the person behind the keyboard is more important than any item and the Doc is the Enfos best friend

I would have to say that the Enforcer is possibly the most �active� profession in game, you have to monitor aggro, nano pool, adds, which mobs have been mezzed, is the Crat/NT/Trader/Advy awake enough to mezz the add, which add should be the next to be killed, perks, your hp, the hp of your team mates to see if they are getting attacked from mobs not in you view, where and what you team mates are doing, pulling so you do not create an add situation.

The team will in most cases look to you to be the caller, to do this effectively you need to while attacking the target mob, TAB through the adds to find your next target, before the first mob is dead switch target so that the team already has a new target when they have finished of the last mob.

As an Enforcer you also have to be able to trust your Doc, once you have found a Doc that you can work with that trust will develop, I would say that you have to show your trust in the Doc before the Doc will fully trust you.

To give you an idea, two Docs� that I have team with, the first on an easy mission in Inferno will leave me and the team around the lift button to run round picking up all the other mobs on that floor, because he knows that I have enough hp to be able to take the hits and that I can in (most) cases keep the agro so that the others don�t need his attention, in return I trust him that he knows just how long he can be away from us before he needs to get back and throw out a quick heal to me.

The second, on an Inferno hard mission another Doc will allow me to get to around half hp, a scary thought for most, but I trust that Doc to know that when I have half hp I still have around 15k hp, in turn the Doc trusts me to decide what mobs and how many mobs I am happy getting hit from.

Every Doc has his or her own style and as long as you complete the mission or raid there is nothing wrong with any of them. But as the enforcer we need to be able to adapt�.and very quickly at that.
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Mononokehime
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Mononokehime

Joined: 11 Sep 2006
Posts: 332
Location: Maryland, United States

 Post Posted: 17/11/2008 00:14    Post subject:
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Thanks, Dave. <3
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canible17
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canible17

Joined: 29 Apr 2008
Posts: 37

 Post Posted: 17/11/2008 16:38    Post subject:
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<3 enfos

I just wish yall weren't so damn good at it.

I keep getting
them "LF Tank Have Doc Pst"
me "which spot yall doing"
them "xxx You enfo?"
me "no, MA"
them "bye"
2 hours later they disband having been unable to get a tank at all.

And the pick up groups tend to mainly talk about "omg an MA that tanks?!?!?"

On that note wtb MA fears (yay AOE) with higher taunt or shorter lockout ;)

Maybe mention the updated SoM weapons though :?
Nervejolter (1he) has a % taunt and decent damage.
Neleb's Nightmare Battlerod is all the rage for lowbie vp these days.
Even Brainchopper isn't too bad, it has higher proc rate than all the rest, but then i guess most don't think -18 int/psy is enough of an effect early game.
Maybe if the Neleb's Battlerod wasn't so good the -casting trickle would be considered useful enough :-/
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