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Reader Comments (3)

Posted: May 13th 2011 9:57PM ccelizic said

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I actually poked someone in cryptic about those nanites once not too long ago about the threat it was generating. I was informed that it shouldn't be working like that and that the person I questioned said he would get on the case of fixing it to work properly.

I'm not about to state names but I do trust the guy in question, so I don't think medical nanites shall keep that aspect, assuming it wasn't fixed in a recent patch. (I haven't tried them lately so I don't know). The intended effect is they should heal team-mates without any threat associated with the passive action.

Posted: May 15th 2011 10:24AM (Unverified) said

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@ccelizic Glad to hear that about the nanites. I picked them up on a new hybrid character and thought they were pretty nice... while soloing. Then, last night I teamed up for the first time to run Sinisister (with a silver Behemoth) and the aggro I was pulling was crazy. Not that I was simply pulling them off the tank, but I was pulling them from all over inside the mine. Same went for the Irradiates in Leech's mine. Hopefully nanites will be fixed soon.

Posted: May 16th 2011 9:27AM AnathemaOne said

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Great article! Very helpful, in that I've recently started playing CO again (and loving it), and as a fledgling tank I was trying to figure out the threat mechanics since they seemed a bit different from other games.

This helps a lot!

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