Taunt. Why not?


abnormal_joe

 

Posted

Quote:
Originally Posted by FireWyvern View Post
If they wanted us not to make ice melee scrankers, they would have given ice melee to one of the 3 other melee ATs that do reasonnable damage.
Bit of a tangent, but I think they tested IM for brutes in CoV beta and found it didn't work, cuz slowed down mobs were bad for fury generation. Of course my memory's pretty fuzzy so I could be way off. But for scrappers? Hell, yeah, gimme my Ice Melee!


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by dave_p View Post
Bit of a tangent, but I think they tested IM for brutes in CoV beta and found it didn't work, cuz slowed down mobs were bad for fury generation. Of course my memory's pretty fuzzy so I could be way off. But for scrappers? Hell, yeah, gimme my Ice Melee!
Well, that was only one of the reasons that Ice Melee was taken from Brutes. The other was that it sucked. Remember, I6 came out before Ice Melee got it's buffs. So it had low single-target damage, next to no AoE damage, and the soft controls that it did have and specialized in hindered Fury pretty well.


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

 

Posted

I am now leveling a dark/dark tank. At 29th right now. I took Taunt at 25 when I respec'd the toon to get Combat Jumping (to put Karma KB prot in). Before that I did not have taunt, and got shadow maul. I attacked a lot, fought my end issues, and tried to hold agro and kill.

When I respec'd at 25 I concentrated on my toggles and taunt. I am really glad I did. This tank is made to sit and taunt. There is a damage aura, a fear aura mag 2, and a stun aura mag 2. I am starting to research how to I/O to maximize the build now. I just got the AoE attack that buffs my damage. I cannot wait to get the AoE end drain. My end issues are not bad now, but I am running 3 SO end red in each toggle and one in each attack. When I I/O am hoping to smooth that out as well.

Not the most sturdy of tanks non-I/O'd, but I am happy. I see the potential to be incredible team agro control, and even do respectable ST damage for AV tanking. Already I have been tanking for 8 person teams running +4 radio missions. It was hard, but doable. Jut taunt, and heal, and attack as a secondary function. Primarily I try to keep the team safe and stay on my feet.


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Well, that was only one of the reasons that Ice Melee was taken from Brutes. The other was that it sucked. Remember, I6 came out before Ice Melee got it's buffs. So it had low single-target damage, next to no AoE damage, and the soft controls that it did have and specialized in hindered Fury pretty well.
Lol, yeah, that too. Forgot about the timeline.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by dave_p View Post
Bit of a tangent, but I think they tested IM for brutes in CoV beta and found it didn't work, cuz slowed down mobs were bad for fury generation. Of course my memory's pretty fuzzy so I could be way off. But for scrappers? Hell, yeah, gimme my Ice Melee!
Like Aett pointed out, it was a long time before all IM's buffs. Fury also got changed at one point to make it degrade slower.

But most importantly, it's laughtable that IM would be "too harmfull to fury" but the other primaries wouldn't.

SM, SS, BA, WM, claws all have enough KB to almost permanently take out a mob.
EM can stack 1-2 enemies very reliably.

Ice Melee, wouldnt change that the enemie still get a full attack chain before -rech starts to work. Even then, the enemy will still attack, just slower. If 3-4 attacks X number of mobs is not enough to give a headstart with your fury, there's a huge problem. Just by attacking, you can keep it up there.


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

Posted

No one here should be able to argue that taunt isnt the most effective aggro management tool without using lots of emoticons. There is a reason why taunt is in every tanker secondary. It is the single most effective tool for grabbing and maintaining aggro. Auto hit, AOE, ranged, low end cost, effective without slotting. Can its function be performed reasonably well with a combination of other powers and slots? Sure. Does it decrease the margin for error on the team? Undoubtedly.

I dont think every toon needs the most effective power for the perceived designed role of the AT.

The question really isnt do tanks need taunt? (because of course you dont really need anything COH related) The question is "what is the role of this archetype in a team setting?" If we assume that the role of a tank is to grab and hold aggro the question becomes "Is there a more effective power than taunt to accomplish that role." The answer is No.

People may argue that all tanks dont need the most effective aggro management tool because it doesn't fit their play style. They might also argue that in their opinion the role of a tank isnt necessarily to grab and hold aggro. Players might say that for them, air superiority is more fun to take than taunt. All are valid points. The fact remains all things being equal a taunting tank can grab and hold aggro easier and more reliably than one without. Whether or not that makes a difference to you or your team, or effects your enjoyment of the game are entirely different matters.


 

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I wouldnt go down this road Hew. We established way early in this discussion that not all players who roll up tanks do it so they can do the perceived job of the tank in COH. Scroll through the pages for a lively discussion :-)


 

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Quote:
Originally Posted by hewhorocks View Post
No one here should be able to argue that taunt isnt the most effective aggro management tool without using lots of emoticons. There is a reason why taunt is in every tanker secondary. It is the single most effective tool for grabbing and maintaining aggro.
I agree.


Quote:
I dont think every toon needs the most effective power for the perceived designed role of the AT.
I agree with this, too.
I would go further and say, "I don't think every TANK needs the most effective power for the perceived design role of the AT."


Paragon City Search And Rescue
The Mentor Project

 

Posted

Personally, I'm a fan of Taunt and think it's a very valuable tool when tanking. I have it on all my Tanks except my Ice/Stone. But I judge Tanks by their playstyle, not their builds, IO bonuses, or whether they have Taunt or not.

Lately, I've played with a lot of Tanks who just plain sucked; some had Taunt, some didn't. What makes a good Tank is to have the proper mindset, and only then will you learn how to utilize all your tools for aggro control. If someone is an all-out Scranker, whether it is by choice, inexperience or inability to grasp the tanking concept, then having Taunt will not magically make them a good Tank. Likewise, a Tauntless Tank, or even Scrapper, who is diligent in using taunt auras and attacks to engage entire groups, can be a highly effective at tanking.

Best thing to do when on pug's is to observe how the first few fights go and adjust your tactics accordingly. There are too many team variables that come into play to get hung up on whether one player has one power from their AT.


 

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I agree wholeheartedly Sir. I personally don't like the damage on a tank (me, personally) so I do not even understand why someone runs a Scranker. I have tried, I cannot grok it. I love the armors on tanks, and I have come to enjoy the tanktrollers role in this game. But if someone wants/needs a Scranker instead of a Brute/Scrapper/Blapper, I hope they enjoy, and they probably do not need/want taunt.


 

Posted

Quote:
Originally Posted by hewhorocks View Post
There is a reason why taunt is in every tanker secondary. It is the single most effective tool for grabbing and maintaining aggro.
Yeah... except it's not. Taunt only hits 5. Your aura grabs more. Your taunt aura is the single most effective tool for grabbing & maintaining aggro, unless you're talking about single mobs or very small groups. Which is why, of course, said taunt aura is also available in every tanker *primary*.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by dave_p View Post
Yeah... except it's not. Taunt only hits 5. Your aura grabs more. Your taunt aura is the single most effective tool for grabbing & maintaining aggro, unless you're talking about single mobs or very small groups. Which is why, of course, said taunt aura is also available in every tanker *primary*.
Well..... I can't agree. There is tremendous variation in the effectiveness of the taunt auras. Some are great and fit your description - but some suck. Taunt is consistent across sets.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Ironblade View Post
Well..... I can't agree. There is tremendous variation in the effectiveness of the taunt auras. Some are great and fit your description - but some suck. Taunt is consistent across sets.
This is especially true when comparing AAO to something like Death Shroud.

One requires a to-hit check. The other is surprisingly effective at pissing mobs off.


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Posted

Quote:
Originally Posted by dave_p View Post
Yeah... except it's not. Taunt only hits 5. Your aura grabs more. Your taunt aura is the single most effective tool for grabbing & maintaining aggro, unless you're talking about single mobs or very small groups. Which is why, of course, said taunt aura is also available in every tanker *primary*.
Some auras taunt component requires a tohit check with normal pve mobs let alone with AVs (which every aura will be less effective than taunt). I wouldn't say the aura is the the single most effective tool either unless it's being used under certain conditions.

Taunt the power is available in every secondary. It currently does differentiate with dual blades, dark melee and electric melee I believe but it shouldn't except perhaps with dual blades cast time. All things corrected eventually by Castle, taunt would be a power equal across the board unlike the auras.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

While Taunt has limitations and cannot be leaned upon to handle all aggro, I think it's the most powerful and flexible.

I say powerful because auras/gauntlet are easily overriden by Brutes or Scrappers with taunt auras. Taunt, especially well slotted, can override those. (If the Brute/Scrapper is also Taunting/Confronting, though, forget about it. This is rare, though.)

I say it's the most flexible because it works when auras/gauntlet fails (AVs/GMs), works at range, [edit: is autohit,] and has a range debuff.

Not the only tool or necessarily the best tool for every situation, but one I don't like being without.


 

Posted

I know how the taunt aura mechanics work. Yes, the damage auras require a to hit (except Pots, which also has a slow auto-hit component). Still, most tanks will agree, the weakest aura is WP's RTTC, which is auto-hit. Even taking that weak-a**ed aura, try turning it off and use only Taunt in a x6~8 crowd, then turn it on and don't use Taunt, doing all else equally (punchvoking, etc). There's no way you acquire/manage aggro better w/just Taunt.

Again, against single mobs or small groups, Taunt can be better, but so can just punching them. If you have problems keeping the aggro of 2 or 3 mobs, you've got bigger issues than Taunt, or the lack thereof. AV/GM fights are a bit of an exception, though I've never had problems keeping their attention w/o Taunt (tho, of course, I cycle through it vs AV/GMs on my tanks w/Taunt).


An Offensive Guide to Ice Melee

 

Posted

In truth this is an interesting sub-discussion. Most of this topic seemed to have settled into Scranker lore vs Tanker Lore. Now if you want to tank, but thought your auras would handle it all, this line of the discussion is for you. Or you want to lead tank, thought taunt was enough to handle it and so chose a poor aura tank, beware. Oh, and to bring that into focus, any rundown on which tankers have best taunt auras, which worst? Anyways, the rule is to truly "tank" jump in the middle of the mob, while taunting, let your auras work, and taunt runners/far away portion of the same spawn. Your team will love you. When they have eaten that group, rinse, repeat.


 

Posted

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Originally Posted by Sarrate View Post
I say powerful because auras/gauntlet are easily overriden by Brutes or Scrappers with taunt auras. Taunt, especially well slotted, can override those. (If the Brute/Scrapper is also Taunting/Confronting, though, forget about it. This is rare, though.)
This sorta goes back to my original point on this thread, which is to say, who cares? Brutes & scrappers should be able to absorb some aggro leak if they have aggro auras on. And this is simply a difference in our respective philosophies on what a tank should be. Some people think they should manage as close to 100% of the aggro as they can get. I'd prefer that they best help the team get through the challenge (mission, AV fight, etc), and to me, that merely means absorbing the alpha, keeping the damage dealers mostly free from trouble, and setting up groups for AoEs (while doing some damage of out own). Brute/scrapper auras peeling off aggro hinders little of that, esp if they also practice good aggro-management, i.e. kill that which you have aggroed (this applies to blasters too, but some would argue that this slows down their AoE rates).

If you're on a sucktastic team where the tank needs to sit in the middle of a pile while his Blazing Aura ticks off like 10 times... yeah, you might want Taunt for those kinda of teams. I'd rather team/play smarter and not rely on any single tool, other than my taunt aura, which I think is absolutely essential for a tank to do his job (where Taunt isn't). Other than our armors and/or mez protection, I think the taunt aura (damaging or otherwise) is the single most important tool for a tank to possess. Even if you think Taunt is an essential tanker tool, I can't see how it'd be more important than the aura.


An Offensive Guide to Ice Melee

 

Posted

Taunt is the best way to grab that alpha you just mentioned. As far as setting up the baddies for AoEs, I have to ask one question. If I (as a tank) have 17 baddies trying to play king of the hill on my head, can you think of a better way for them to be set up to take AoE damage? When I spam taunt, and run my 3 agro auras, I tend to get some attention. You may believe this is not the most effective way to tank. That is cool. I happen to love it. I will give you two great reasons. 1) It works okay with bad teams. 2) It works wonderful with super hot teams.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
Taunt is the best way to grab that alpha you just mentioned.
No, it's not. Taunt hits 5. How exactly are you grabbing alpha on the other 12? And you get 17 mobs to dance around you best w/your aura, not with Taunt. Taunt can help (a lot in some cases), but it's not always necessary.

I know, I know, Taunt + aura is best, right? Sure, but aura by itself does just fine most of the time. And a good tank on a decent team should be ahead of the pack where there's no competing aggro aura to set up those tight groups during which time Taunt is an absolute waste of animation.

Look, if you're the type of tank that makes sure every last mob is cleaned up before jumping to the next group, and your team sucks at maintaining their own aggro control, yeah, by all means take & spam that Taunt. I'm sure you'll be the model tank for all mediocre players everywhere. Don't forget to recruit a healer while you're at it.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
In truth this is an interesting sub-discussion. Most of this topic seemed to have settled into Scranker lore vs Tanker Lore. Now if you want to tank, but thought your auras would handle it all, this line of the discussion is for you. Or you want to lead tank, thought taunt was enough to handle it and so chose a poor aura tank, beware. Oh, and to bring that into focus, any rundown on which tankers have best taunt auras, which worst? Anyways, the rule is to truly "tank" jump in the middle of the mob, while taunting, let your auras work, and taunt runners/far away portion of the same spawn. Your team will love you. When they have eaten that group, rinse, repeat.
I can agree with the highlighted and acknowledge not everyone cares about aggro management in the same manner I do. That is fine, but if someone says they're just as effective without Taunt as they could be with it, I'll have to disagree.

As for which auras are the strongest/weakest, I'd say it's something like this:

Best
Shield / Against All Odds - Autohit, 1s pulse, 25% longer duration, debuff. (Also includes a damage buff which increases threat from attacks.)
Invulnerability / Invincibility - Autohit, 1s pulse, 25% longer duration.
Ice / Chilling Embrace - Autohit, 0.5s pulse, multiple debuffs. (Ice also has Icicles.)

Middle
Dark, Fire, Stone - Accuracy check, 2s pulse, damage. Some have debuffs / multiple auras.

Worst
Willpower / Rise to the Challenge - Autohit, 1s pulse, debuff, exceptionally short (1.25s vs 13.5s)


Quote:
Originally Posted by dave_p View Post
This sorta goes back to my original point on this thread, which is to say, who cares? Brutes & scrappers should be able to absorb some aggro leak if they have aggro auras on. And this is simply a difference in our respective philosophies on what a tank should be. Some people think they should manage as close to 100% of the aggro as they can get. I'd prefer that they best help the team get through the challenge (mission, AV fight, etc), and to me, that merely means absorbing the alpha, keeping the damage dealers mostly free from trouble, and setting up groups for AoEs (while doing some damage of out own). Brute/scrapper auras peeling off aggro hinders little of that, esp if they also practice good aggro-management, i.e. kill that which you have aggroed (this applies to blasters too, but some would argue that this slows down their AoE rates).

If you're on a sucktastic team where the tank needs to sit in the middle of a pile while his Blazing Aura ticks off like 10 times... yeah, you might want Taunt for those kinda of teams. I'd rather team/play smarter and not rely on any single tool, other than my taunt aura, which I think is absolutely essential for a tank to do his job (where Taunt isn't). Other than our armors and/or mez protection, I think the taunt aura (damaging or otherwise) is the single most important tool for a tank to possess. Even if you think Taunt is an essential tanker tool, I can't see how it'd be more important than the aura.
Because there are situations where other ATs (Brutes/Scrappers included) can get into trouble. For example, consider a Fiery Aura Brute vs a WP Tank against Cimerorans. The FA Brute is very likely going to have more survivability issues than the WP. Or maybe an an SR Brute vs an Invuln Tanker against DE. That sort of thing.

Same thing for AVs, too. What can be annoying is trying to reposition an AV so their cones don't hit/kill squishies (think Scirocco), but you can't do it because a Scrapper has aggro.

Does a Tank always need to hold aggro or people will die? Surely not, but it happens enough to be useful to me and not a "who cares."


 

Posted

Powers should individually add flexibility. Some form or another. Taunt adds flexibility in ways the aura can't and the aura adds flexibility in ways taunt doesn't. In having both your potentially making a more effective taunt controller and through redirection and replacement of fire a good battlefield dictator. Now if you can't see much point of one of them then maybe you never needed to, but that is in my experience one slim maybe. Most people in my opinion need better glasses as there was always the potential for a tanker to be better battlefield dictator with both than without one. However we can all choose to build how we want.

The worse thing someone could do is expose their own limitations from saying taunt doesn't do anything and the second worse thing is to have only a couple of uses for it - that's still showing limitations. Alot of limits come from peoples definition of a Tanker in other games, not this game.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Nitpicks:

Quote:
Originally Posted by Sarrate View Post
Best
Shield / Against All Odds - Autohit, 1s pulse, 25% longer duration, debuff. (Also includes a damage buff which increases threat from attacks.)
Invulnerability / Invincibility - Autohit, 1s pulse, 25% longer duration.
Ice / Chilling Embrace - Autohit, 0.5s pulse, multiple debuffs. (Ice also has Icicles.)
I'd put Ice on top w/o question. Shortest pulse and Icicle to stack. It's noticably better than Invinc, which is also fantastic. The shorter pulse helps a lot, esp w/the type of playstyle I've been encouraging.

Quote:
Middle
Dark, Fire, Stone - Accuracy check, 2s pulse, damage. Some have debuffs / multiple auras.
Pots is also noticeably better than the 3 (you forgot Elec) pure-damage auras, because of its autohit slow, which I think is still a 2s pulse, but seems to grabs mobs a whole lot better/faster.

Quote:
Worst
Willpower / Rise to the Challenge - Autohit, 1s pulse, debuff, exceptionally short (1.25s vs 13.5s)
No arguments there,

As for the rest, we can argue specific cases all day, but bottom line, we simply view tanks a little differently. I truly believe your way works very well, and can respect your take on tanks; I play them a bit differently, but it works for me and my teams--even on PuG TFs, though I'll never run a PuG (Mo)STF. Really, that's all I care about.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by New Dawn View Post
Powers should individually add flexibility. Some form or another. Taunt adds flexibility in ways the aura can't and the aura adds flexibility in ways taunt doesn't. In having both your potentially making a more effective taunt controller and through redirection and replacement of fire a good battlefield dictator. Now if you can't see much point of one of them then maybe you never needed to, but that is in my experience one slim maybe. Most people in my opinion need better glasses as there was always the potential for a tanker to be better battlefield dictator with both than without one. However we can all choose to build how we want.
Every power adds flexibility. What you give up for Taunt also takes away from your options. Maybe I'm forced to skip Fireball for Taunt--that's a whole lot of flexibility in being able to deal damage and gather (AoE) aggro, remotely. Or Weave, which takes away survival options. Every build has limitations; some are far worse than others. Where you put the lack of Taunt on that scale is entirely up to you.

Quote:
The worse thing someone could do is expose their own limitations from saying taunt doesn't do anything and the second worse thing is to have only a couple of uses for it - that's still showing limitations. Alot of limits come from peoples definition of a Tanker in other games, not this game.
Wow, that's about the most ironic thing I've read in a while. Those most calling for inflexible builds ("must take Taunt!") are saying the rest of us need to widen our horizons (or put on better glasses, as you put it)? Might wanna try practicing what you preach. For me, I actually takeTaunt on about 1/2 my tanks and use them when appropriate (not nearly as often as some might think), so I at least can see from both sides of the divide. Oh, and it's usually those "other games" that require a tank to be taunt-bot. Again, don't leave your home w/o your healer either.

I think that'll be it for me on this thread. There's a reason why BBQ exists on this board. Memphis dry rub ftw.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by Sarrate View Post
As for which auras are the strongest/weakest, I'd say it's something like this:

Best
Shield / Against All Odds - Autohit, 1s pulse, 25% longer duration, debuff. (Also includes a damage buff which increases threat from attacks.)
Invulnerability / Invincibility - Autohit, 1s pulse, 25% longer duration.
Ice / Chilling Embrace - Autohit, 0.5s pulse, multiple debuffs. (Ice also has Icicles.)

Middle
Dark, Fire, Stone - Accuracy check, 2s pulse, damage. Some have debuffs / multiple auras.

Worst
Willpower / Rise to the Challenge - Autohit, 1s pulse, debuff, exceptionally short (1.25s vs 13.5s)
I'm just curious, when you say "best" or "worst", are you talking about just the ability to grab and hold aggro, or the other perks the auras provide (damage, debuff, etc.)?

In my experience, I would rank Chilling Embrace at the top, in terms of pure aggro ability.