REDEFINING THE ROLE OF THE TANK POST-ED


Acanous_Quietus

 

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I would much rather hear Cryptics explanation of our intended role and how they see us accomplishing it. Since we have obviously been wrong by their direction, I would really like for States and company to tell us what we are supposed to contribute to a team, and how that contribution stands out beyond all other AT's.

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Tankers manage aggro better than any other Archetype. They also have the highest combination of hit points and defenses in the game. Their role is to take the brunt of a spawn's aggro just long enough in order for the rest of the team to be able to eliminate the mobs.

Should a skilled Tanker be able to corral EVERY mob? With a lot of skill, it should be possible - but it's certainly not required to be a good Tank. As long as the Tanker can hold onto aggro so that his teammates are facing less than they'd normally face (i.e. 3 minions), then the team has an advantage. Namely, each teammate can quickly eliminate his opposition...and then come to the Tanker's aid at the end.

I just played a Tanker with the following group (actually, at the request of a PM)...

Inv/Fire tanker (32, SKed to 49)
Level 50 Elec/Elec Blaster (it was his mission, set on Rugged)
Level 32 Peacebringer (SKed to 48 or so).
Level 48 MA/Inv scrapper
Level 50 Fire/Kin controller
Level 35 Earth/empathy controller (SKed up to 48)
Level 49 Energy/energy blaster

We faced the Carnival of Shadows. Typically, I'd start combat by Taunting any Strongmen in the spawn. I knew that I could handle their damage best. I'd usually catch some other minions and lts. I'd end up with a good 1/3 of the spawn focused on me, while the rest of my group disposed of the others. Whenever I saw a teammate enter the red, I'd either Taunt the mobs off them or hit the mobs to get their aggro.

End result? Well, no one was that familiar with their builds. The Controller was defeated by getting too close to another spawn. The Peacebringer carelessly tossed off attacks and ended up aggroing too much. After those two defeats, we settled down and functioned fine.

Admittedly, my own health dropped down to a 1/3 several times. I'd get a little concerned, but usually I had Dull Pain ready.

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Is this right? We can't have damage and only enough defense for the rest of team to take out the threat. So i need to team with the right team at all times. OK boss!


 

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When I am not serving in Iraq, which I currently am at the moment, I play an Invul/SS. He is currently level 33 and at present I have no problem on any size team sat at Invincable. I rarely have to use unstoppable. Wouldn't call it my panic button, it's really only there for AV's and maybe an occasional EB if I get on a whiff train. I have played with many diff team builds and have had pretty good luck so far. I deal decent damage and I can take a really good beaqting before going down. The only real issues I have had is if my team aggroes too many mobs at once and I cant draw all the aggro. I may have missed something while I was in Iraq the first time but taunt does not seem to be as effective as it once was. I know they gave us gaunlet now but the most effective taunt I feel is too punchvoke the mob combined with taunt to actually get there attention. My 2nd problem would be the loss of aggro. Once I get them under control they seem to lose their interest in me very quickly. As stated above, I may have missed something as I missed I4-I6 while I was away. And now I have missed I7 so if something changed please let me know.


 

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Weirdo forum necrophile


 

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I've ben playing this game since the beginning of time, most of that time designated to a single AT. That AT is an Invuln/Stone tanker. I Went with this combo so long ago because of the novel idea of a 4 foot tall midget with a hammer. if it hadnt been for the image i was trying to make, i would of gone with Invuln/EM. Now through all the time ive played a tank, i have finally mastered my character. As far as tanks go, you first need to analyze the abilities of your primary and secondary powersets, and then experiment with the limits of your character.You need to familiarize yourself with what your powers have the potential to do. You can only defeat your foes, after you have discovered defeat. for example stone secondary provides not only solid crowd control (especially since gauntlet)but it also does solid damage. However i would be made a very, very happy tanker if stone secondary got a few tweaks. its end-usage to damage output just seems.... a little off.
also, dont feel like you need to conform to what everyone else is using for a primary. a true tanker can pick any powerset combination and be successful. however dont fret. being successful at your AT takes time and patients


I believe in quality, not quantity. also i have a short attention span...

Guardian
Main: Goomba: 50-Tank Inv/stone...2892 hours
33-Brute
Pinnacle
Secondary Main: Captain Battleship: 22-Tank Inv/SS

 

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I dont really care what cryptic thinks i am supposed to do as a tanker. Or any other character class.Their knowledge of gameplay is too munchkin (excepting visuals ... great graphics ).Until then; they need to cash my checks,and let me watch the swirling lights.


 

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I may have missed something while I was in Iraq the first time but taunt does not seem to be as effective as it once was. I know they gave us gaunlet now but the most effective taunt I feel is too punchvoke the mob combined with taunt to actually get there attention. My 2nd problem would be the loss of aggro. Once I get them under control they seem to lose their interest in me very quickly. As stated above, I may have missed something as I missed I4-I6 while I was away. And now I have missed I7 so if something changed please let me know.

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I came 1 month before I5, so I cant speak to all the changes. But there were some major changes to taunt, one of them being that it can only affect 5 mobs (individuals) at one time. Still autohit (for PvE).

Punchvoke/Gauntlet duration is not long, at least when compared to Taunt. Unless you have them in your aura, mobs lose the taunt 2-4 seconds (or so) afterward. Tiffany is doing some testing, and it appears the duration is short for punchvoke.

There have been recent (past month or so) complaints about wonky aggro, though nothing confirmed by testing. I haven't experienced that; I do notice a lot more runners.

Circeus also wrote a guide on Taunt - the effect (I'd read that for a better understanding).

EDIT: Stay safe.