How does a SD/* tanker hold aggro?
Shield has Against All Odds, which is the Taunt Aura. I'm not sure how you missed that, but it is there in the set. As such, it holds aggro as well as Invuln does (well, a little bit better, because the extra damage will increase the threat value).
I've got a Shield/Mace Tanker that I love. Definitely a fun combination.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Taunt itself is your best tool. After that, Against All Odds is in fact an AoE taunt aura.
Shield Defense has the same debuffing aura that other sets have, to help hold aggro. It raises your damage, based off how many enemy targets are around you, in range. This aura, plus dealing higher damage to bump you up on the hate list ladder, plus a normal use of taunt (I still didn't take taunt all the way up to level 40 and did fine) plus being an active combatant holds plenty of aggro. You also get a very nice damage targetted AoE attack in shield defense, that bumps you even further up the hate list, every time you use it.
AaO used to be on the same lvl as Rttc but castle heard us out and made it better, though at lower lvls or w/o IOs SD has a hard time with that much agro.
In addition to the taunt aura mentioned and Taunt itself, you also have the Gauntlet inherent (punchvoke) that does a taunt-effect with a toHit check (unenhanceable).
With any of those, an active Tanker can maintain agro. With any two it's a cake walk. With all three, Stephen Hawking could hold agro while sleeping.
War Mace is excellent ... I have an SD/WM Tanker and he does very well thus far (bit end heavy but easily accomodated for).
Shield Charge adds another taunt to the mix.. after they get back up they will come after you. I have a SD/SS tanker that is a GM killer. Add normal taunt and the extra taunt of foot stomp and I have 4 different powers that ANNOY everything in sight.
I even use these soloing so I don't have to chase things. Announce my presence with Shield Charge and as soon as they recover from that and gather around me I use Foot Stomp and knock them all down again. Both are slotted for damage so at that point I can use my normal attacks to finish off what's left.
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Shield has Against All Odds, which is the Taunt Aura. I'm not sure how you missed that, but it is there in the set. As such, it holds aggro as well as Invuln does (well, a little bit better, because the extra damage will increase the threat value).
I've got a Shield/Mace Tanker that I love. Definitely a fun combination.
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Love the Avatar enhancement, Aett!
Just asking, but I thought AAO was about the same taunt value as RttC. So it's aggro hold would be weaker than most other auras.
Another method for maintaining aggro: try to kill everything. That keeps them pretty upset at you.
. . .also, it makes great use of Guantlet.
@Rylas
Kill 'em all. Let XP sort 'em out.
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Love the Avatar enhancement, Aett!
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Thank Vanden for that one.
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Just asking, but I thought AAO was about the same taunt value as RttC. So it's aggro hold would be weaker than most other auras.
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It was, when the set was first released. This was fixed to be on par with the other sets.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
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It was, when the set was first released. This was fixed to be on par with the other sets.
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Schweeeeeet!
@Rylas
Kill 'em all. Let XP sort 'em out.
Why does RttC have such a low taunt value compared to the other auras? Is this intentional?
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Why does RttC have such a low taunt value compared to the other auras? Is this intentional?
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yes, i think for thematic and balance reasons.
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Why does RttC have such a low taunt value compared to the other auras? Is this intentional?
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This is what happens when number crunchers try to play to theme.
But honestly, the lower taunt in RTTC doesn't really make a noticeable difference unless you plan on washing your car while auto-following the Scrapper.
Yeah, I asked because I haven't noticed a problem.
Garthalus wrote a Shield guide. Block n Bash (A Shield/War Mace Tank Guide).
Not sure why it isn't in the guides section.
@TriNitroToluene.
@DynaMight
I'll be honest. I have a SD/Mace tanker that I absolutely adore. His defense numbers are crap, he can't take much of a hit, but that doesn't really matter.
His motto is very simple, and 100% true. The best mitigation is defeating your foes before they can hit you.
I'll be honest too. I have a newish SD/Mace tank, lvl 34, and his def is pretty good and getting better with every level! It took a couple tries and a careful re-reading of the power descriptions for the lights to come on for me, but I figured it out. To me, SD is a whole lot like SR. I play him like a mace scrapper. It works very well. I've been on "rugged" since lvl 22/SO's and I only have one or two IO's in him thus far.
I have been playing "Coaltrane" so much I have been letting e-mail pile up and staying off the forums. There is a lesson there, somewhere.
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I haven't played a tanker yet, but I had an idea that would work well with shield defense. (I can't just build a character to be the best at whatever, I have to have an original concept that will make it fun)
From the looks of things, and not to mention that there's no guide on it, Shield Defense looks pretty useless to a tanker in that it has no AoE taunt. Aside from taunt spamming, how can a SD tanker do his job?
And how is war mace as a secondary?
EDIT:
I was looking here for my information, and I know how I missed it. Most of the other auras say "+taunt" so I was looking for that.
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