Wait, so brutes are supposed to be tanks now!?
simple answer: yes.
and I'd go so far as to guess you'll see it alot at first. So from now until GR launch it would be good to get the word out to the "blue side only" players that incoming blue Brutes will perform differently than tanks. I'm guessing dominators, corruptors, and stalkers may have similar issues. MM's not so much. They are visually so radically different than anything blue-side, with the exception perhaps of illusion controllers, that they will probably be treated decently from the start. |
I took taunt on my wp brute . but only for selfish reasons the more aggro the faster my regen an the bigger my fury bar . an i dont like to share me aggro ! Brute Smash !!!!! I tell the squishies to stay back with there holds an mezez if u aint healing or speed boosting go hide untill i either face plant or kill every thing lol. Tanks & Brutes are like Superman an the Hulk while supes is tryin to save you Hulk only saves you by default.
Largely I agree with most of what's been said already in the post. Taunt on a brute depends on sets, player, and situation. That being said, it seems that a couple of points have been understated or glossed over. Starting with this:
Brutes were never supposed to be the Tankers of CoV ... Masterminds are the Tankers of CoV.
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The side by side comparison also tends to divide folks, with some falling on the scrapper side and others on the tanker side. Brutes are in fact *neither*, but they are the closest thing to an actual tanker that vils have. You get to float at 5/6 tanker HP, with tanker resist caps. Both of those are very important in a group setting where you will have a variety of support options available. That's also the only reasonable time a taunt argument would arise.
Also, the set version of taunt accesible to all brutes is a 4 target AoE (like tankers) the set version for scrappers is a single target (someone correct me if that's wrong please). Taunt is also extremely effective and efficient slot wise. Two taunt/rech IO's is all you really need. PZ and MB also have attractive set bonuses depending on your focus as well.
All told taunt is a power that I will fit into most any brute build. For ease of use, and teaming purposes. It tends to go in rather late. The question I have for the "Lol taunt"ers is ...... what did you take at 49 that you couldn't live without?
I honestly do think tanks should have taunt. I like tanks, I run tanks. But, fergodsakes, I do not care what you spend on that build, what primary/secondary you got, whatever. In the end, your damage is mediocre. Mediocre. In a super game.
For Brutes, which I really enjoy, I have taken taunt maybe once. My main is a SS/Will. I once posted on the boards asking if I needed taunt, very specifically for Master class runs, no deaths allowed. After very good discussion it was pretty much a "it can help", but not necessary. A team needs to realize that brutes have their own way.
I will match my SS/Will brute versus any tauntless tank for grabbing agro. That is right. Will has a poor agro aura, but that does not matter for me. I have a very very expensive build. Not saying I spent the money wisely, just saying I have the tools to grab a lot, a whole lot, of attention really fast.
While it may (or may not) be a tanks job to grab agro, Brutes WANT agro, NEED agro, LOVE agro. Trust me, most brutes know exactly what they can do to piss off as many mobs as possible, and they do it.
Without an AoE heal (better than the MM version of Twilight Grasp) your minion/lt's WILL get toasted, which brings us back to the first problem.
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Of course, both MMs also pull the alpha onto themselves, not their pets, and let their own defences and BG mode take care of it. I'm always pulling alphas with them (of course, I pull alphas with my Corrupter too, but that's another story.)
I have a DM/SR brute that has Taunt.
I took it at level 49 because I wanted a power that doesn't need to be slotted. It comes in handy on ITFs when the team can't quite manage to bumrush Nictus Romulus and his pets. So, being more or less unhittable, I pull the healing nictus away.
That's about the only time I can recall it being especially useful.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I don't usually go into the tanking mindset on my Brute, but I keep an eye on the de/buffers so that they can have an easier time to apply their stuff. Even keeping the mezzers occupied is enough most of the time.
Not picking a particular bone with you Alt, but this argument comes up again and again, both in game and on the forums. It may have been the initial intent of the devs that pet tanking would be the primary alpha soak for villies. That wasn't really the case at CoV release though, for a couple reasons. It is a *drag* to summon/resummon and buff pets, even post change. The second is that MM pets have never, and will never, recieve full support from the rest of the team. Without an AoE heal (better than the MM version of Twilight Grasp) your minion/lt's WILL get toasted, which brings us back to the first problem. Teams don't want/are unable to keep pets up reasonably, and certainly don't want to wait for a resummon every second group. BG mode is a nice trick, and helps somewhat. Make no mistake though, BG mode was a bandaid emergency fix for PvP problems. The boards were rampant with players getting one shotted by blasters, who oddly enough were unwilling to target your army instead of you.
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Originally Posted by prev1
The side by side comparison also tends to divide folks, with some falling on the scrapper side and others on the tanker side. Brutes are in fact *neither*, but they are the closest thing to an actual tanker that vils have. You get to float at 5/6 tanker HP, with tanker resist caps. Both of those are very important in a group setting where you will have a variety of support options available. That's also the only reasonable time a taunt argument would arise.
Also, the set version of taunt accesible to all brutes is a 4 target AoE (like tankers) the set version for scrappers is a single target (someone correct me if that's wrong please). Taunt is also extremely effective and efficient slot wise. Two taunt/rech IO's is all you really need. PZ and MB also have attractive set bonuses depending on your focus as well. |
Originally Posted by prev1
All told taunt is a power that I will fit into most any brute build. For ease of use, and teaming purposes. It tends to go in rather late. The question I have for the "Lol taunt"ers is ...... what did you take at 49 that you couldn't live without?
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I'm kidding though, I'm not a "lol taunt" kind of guy (although "lol tauntspam-bots" is a different matter), I understand it's usefulness and would take it if I could fit it into my high end builds.
But I'm usually too busy trying to stuff as many TAoEs & PBAoEs into the build as I can, while still having a solid ST attack chain and taking all of the pool powers needed that let my brute act like a brute.
And I get away with it, because a relentless AoE focused engine of destruction that has inherent taunt in all attacks doesn't usually need to specifically taunt enemies with the power Taunt itself.
I can never seem to find the room for taunt in my builds, but I would gladly take it and 6 slot it if I could.
Considering I've held aggro on all 8 AVs at the end of a speed RSF on a team full of Corrs/VEATs using a Willpower Brute through judicious application of PBAoE/TAoE - I'm generally ok with it.
Personally, I see the purpose of taunt differently on Brutes than my hypothetical Tankers.
I used to think Taunt is useless for Brutes. That's mostly because most of my Brutes were rather squishy (they were more of Stalkers than Brutes; purely concept reasons). That's until I got my DB/SR Brute! She could withstand a lot of bashing, and I finally took Taunt on her; and that's when I realized how useful Taunt is to steal aggro in order to raise Fury faster and faster.
Especially when you're not "the primary alpha-taker" on teams.
If your Minions and Lieutenants are getting toasted without heals, you're neglecting your pets. With both of my 50 MMs, the Bots and Thugs are all soft-capped (or at least nearly so), and don't have problems with getting massacred.
Of course, both MMs also pull the alpha onto themselves, not their pets, and let their own defences and BG mode take care of it. I'm always pulling alphas with them (of course, I pull alphas with my Corrupter too, but that's another story.) |
Pulling an alpha is one thing, and I've seen it done fantastically in a number of ways (Tar Patch & RoF! Yay!). Tanking an entire 8 man spawn for an entire fight is a different creature. Add in EB's and AV's and cascading defenses will not be enough. MM's of any build are unique in that they are the only AT more* susceptible to AoE attacks than ST attacks.
You only "need" taunt if you are playing an Energy Aura brute. Taunt auras work fine enough
Unless your fighting LB. Or Malta. Or maybe even Rikti. And almost certainly when your fighting Nemesis.
Pulling an alpha is one thing, and I've seen it done fantastically in a number of ways (Tar Patch & RoF! Yay!). Tanking an entire 8 man spawn for an entire fight is a different creature. Add in EB's and AV's and cascading defenses will not be enough. MM's of any build are unique in that they are the only AT more* susceptible to AoE attacks than ST attacks. |
As for the other, she's Dark, so she can pull with Fearsome Stare, Darkest Night, and Tar Patch. And the Dark has Tankerminded Romulus.
Brutes are not the redside tanks. Never seen one that could do the job as good as a well-made Tankermind or even a poorly-made Tanker.
I'm not denying the MM's are tough Eiko. I'm glad to let an MM take point if that's thier thing, they can eat the alpha all they like. When I'm playing my FM/WP though the alpha is all the aggro they are going to see. That's not what I would call tanking. A provoking BG mode MM could conceivably do it. I've just never seen it done as well, or as consistently, as a like minded brute. Under the best of circumstances I simply do not see a Tankermind holding the entire freedom phalanx on them, or Reichsman+aggro cap. You can have the entire team eat a tray of oranges to stay at the resist cap in the RSF, or sleep for single pulls with an awesome dom. Again, neither of those are done by merit of the MMs tanking prowess. Coupled with the fact that level 50 MMs looking for group are about as common as hens teeth at the bottom of a haystack >shrug<. It could be you've found the games best kept secret.
As for fighting nemesis at +1/x8, sorry, I just don't see it happening with a def toon. That will stay the same until they come out with a dif setting to remove Lt's.
Above all I was disputing the intial dev quote "Masterminds are the redside Tank". That statement was made prior* to BG mode being added. It was made on the basis of the go-to/aggressive ability. The idea was that MMs would send pets in first, group soon to follow. That is not how MMs do, or are able, to tank. BG mode was added later to address an unrelated issue. Conversely, it seems to me, that Taunt was adjusted away from the scrapper version for brutes. Please correct me if I'm wrong. It seems to me that the AoE and -Range aspect was added after CoV launch. Brutes have everything available to them in thier primary and secondaries to build a tank (sorry /EA). Masterminds have nothing in either to allow them to pull aggro once the battle starts.
*edit*
Sorry Eiko, that sounds really flamey. I didn't intend to come off jerky. I should have prefaced the statement with the fact that I feel tanks are the most overrated group role in the game. Barring a few encounters/mob types, I'd just as soon have another troller/dom on the team than a taunt monkey.
The issue with the Mastermind/Brute debate is that if you're on a team with a Brute and a Mastermind, the Mastermind simply cannot overcome and steal the aggro from the Brute (this is assuming the Brute is a classical Brute definition, and the Mastermind is a mastermind build for tanking, WITH minor aggro management).
The threat level of a Brute, combined with the fact that almost all their attacks generate aggro, simply makes it nearly impossible for a Mastermind to effectively keep the attention of enemy on themselves and their pets.
Tanking is not the same thing as surviving. Sure, a Mastermind can out-survive a Brute. Hell, sometimes my Blasters die less than my Brutes. Just because you can solo a +1/x8 enemy group on your own, it doesn't mean you can be a psuedo-Tanker. The primary purpose of a tank is to keep the enemy off the team, and the secondary purpose is the ability to survive the aggro resulting from the first action.
A Mastermind, even with Provoke, simply cannot fulfill the primary purpose, for a variety of reasons. Or I just haven't ever seen it done effectively! :P
Under the best of circumstances I simply do not see a Tankermind holding the entire freedom phalanx on them, or Reichsman+aggro cap.
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Brutes are good. I'm not denying the importance of a good Brute. But they are far less Tanks than are MMs.
K, I'm not trying to get into a pissing contest, but yeah, some brutes can survive it. It depends on a lot of factors, I am not saying brutes can survive anything. Heck, my main has a resurrection as a power lol.
But on a pretty standard very tough fight on a 8 person team, my brute will not faceplant. Now I have to do tricks, like using inspirations, terrain, etc. (playing smart) Brutes are not tanks, and have a little less survivability. My main is a SS/Will, and he is I/O'd out. I went to put a 5th purple set on him today, but couldn't find where to place it. He has Procs, and LOTG, and a buncha other bells and whistles. But he is a will brute, and while tough, he shines at killing ST and holding Agro with 2 AoE attacks (no taunt, no room, see above about 5th set). His tier nine is available very often because of a buttload of global recharge, the drop is nothing to him, so I use it very very regularly. That brute pops uber about every other mob, or every mob if it is a long fight. This makes him pretty survivable on even tough strike forces like the ITF.
Again, every brute is different, and every powerset/buildout has a different focus. Many people (like me) came to the game wanting a tank, and were shocked at the mediocre damage they do. So, redside brutedom here we come. And players like me build for survival first, and damage second. While my damage was my second priority, it was huge. I want ST damage comparable to a tough blaster or a scrapper, and I went and got it. But in order to lay out that pain I had to build tanky enough to survive. My first 50 was a SS/Invul brute. Ach, I cry. The end issues, the Tier 9 stupidity. Sigh. I only bring him up because he is about as tanky as you get blueside, and can survive stupid amounts of everything. The only 2 tankier brutes I know of are Dark/Invulnerable, and whatever/stone.
Hmm, that was rambling. Hope it helped cause I aint editing it. Time to Smash!
and were shocked at the mediocre damage they do. |
Originally Posted by Eiko-chan
Redside teams don't play that way - at least not by design. So of course they can't do it. A Brute can't live through all that damage, even if it can hold the aggro.
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The fact is, Brutes CAN and DO in fact tank that fight with support. The same as a Tanker would.
I'm not saying it's not possible, and in fact it would be pretty enjoyable to see it done, but I do not believe a Mastermind could Survive NOR maintain aggro at the end fight of the RSF.
It's a dicey, hard core battle. Even with strong taunt auras, tons of damage output and Taunt - there is always the chance of one or more AVs taking off after one of the squishier members of the team.
With the amount of AoEs and the the fact that even a softcapped brute wants +DEF buffs for most of the fight, I simply do not see a mastermind handling this fight in the same manner.
Originally Posted by Eiko-chan
Brutes are good. I'm not denying the importance of a good Brute. But they are far less Tanks than are MMs.
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Capable of maintaining and surviving aggro in varying degrees while simultaneously dishing out excellent damage.
Brute builds, particularly as it pertains to their secondary, dictate where on the scale of survivability vs. damage output each particular brute falls.
I'm not disparaging the fact that MMs can be built to be 'Tankerminds', but game mechanics tend to interfere heavily with regards to the overall popularity of this as a strategy for most teams.
Redside dynamics also come into play as a Tanker in the strictest sense of the term is not really needed due to the design of redside classes. All of whom are generally self sufficiency, and have good damage capabilities.
What is usually sought after, in my experience; is someone who can take the alpha hit, hold a solid amount of aggro and be survivable enough to endure the damage that comes with maintaining aggro.
And Brutes very often fill that need.
Add IOs to the picture, or huge amounts of buffing/debuffing, or both - and Brutes can face down the toughest available content (ITF, LGTF, LRSF).
This is practically the norm in my play experience, so when you say:
Originally Posted by Eiko-chan
Never seen one that could do the job as good as a well-made Tankermind or even a poorly-made Tanker.
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To put it into perspective, when I build a Brute if that brute can not handle at the very least most content set for +0x8 at a reasonably fast speed and 99% survival rate - I consider the build a failure.
Generally it ends up surviving most content set for +2 or +3x8. Specific debuff heavy (anti-melee) enemies not withstanding.
So unless you're only focusing on sub L40, with zero IOs and a lack of group support - I'm just not seeing it.
KHis tier nine is available very often because of a buttload of global recharge, the drop is nothing to him, so I use it very very regularly.
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However, having a recharge of 300s (5 minutes) and a duration of 120s (2 minutes) it will be available as often as you describe - generally every other large fight.
You can verify this in game either through right clicking the power for "info" or through the enhancement management page using the detailed info tab.
Above all I was disputing the intial dev quote "Masterminds are the redside Tank". That statement was made prior* to BG mode being added. It was made on the basis of the go-to/aggressive ability. The idea was that MMs would send pets in first, group soon to follow.
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In effect, the Mastermind was a Tanker with a built-in heal power, where he could lose a portion of his hit points, and then resummon them.
This didn't work for two reasons:
1) Once a henchman died, the aggro shifted back to the team. So while the henchmen were useful to take the alpha strike, their ability to hold aggro during the fight was nil, if the strategy of sacrificing them and resummoning them was used. The henchmen could never really pull aggro back off a teammate that already had it, and so the meatshield strategy failed once fighting began.
2) Most Masterminds refused to use the sacrifice strategy, either because it took too long and too much energy to reupgrade them all, or because defeat was taken more seriously by the players than by the devs. An alternative support strategy, where the Boss and Lieutenant level henchmen are supported by the Mastermind and hold aggro was found to be superior to the alpha strike strategy. Unfortunately, this still failed quite often because the henchmen needed to take the alpha strike to hold aggro, but could not always survive it.
BTW, I should add in case people are saying, "Well, that obviously would never have worked, the devs were not serious about MMs tanking" that when Tankers first came out, they were intended to hold aggro WITH THEIR DAMAGE AND A SINGLE TARGET *CONFRONT*. Yes, Confront, although it was called Taunt at the time. Tankers had to go to Provoke in the Power Pool to, you know, actually tank. It took Gauntlet and the Global Defense Nerf to change Tankers from indestructable meatsheilds that couldn't actually hold aggro (i.e., Masterminds) into what they are now.
He was a something/kin corrupter, and he wasn't even doing a bad job at the kinetics part, but I guess he was drawing off my aggro than he could handle with the attacking part. The funny thing is... the team wasn't even dying. We were doing really well. Then he died once (and was the only one who died) and threw his little fit. Still, I was a bit surprised to have someone just assume I was going to tank (when I hadn't been for the last 2 or 3 missions).
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As for Brutes, the most of us never take taunt from what I hear. Stone farming ones do for obvious reasons, but for Brutes, and I think most will agree, SMASH = Taunt. Just last night I was on a team with a corr (not kin lol) and a dom, and I was pulling mobs off my teammates with my axe, not a wiener wave of my hand. Break their face to get their attention!!! That's the Br00+$m@sh way!!! \m/
*no kins were harmed in the making of this post. I love them, really.*
Man why is it always /kins that cause drama on teams?! Maybe it's just me, but anytime a problem arises on a PuG, it usually stems from the kin either complaining about something, or the kin not buffing anyone, or the kin trying to tank, Or the prima donna kin that tells everyone how to play because they're the one with the FS and SB. there's several posts on the forums about some player asking everyone if they were in the wrong because of some argument a kin started. Maybe I'm just nuts......anyway this has nothing to do with the topic, so...../end rant
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lol wow, complete opposite side of the spectrum. I'm always nice to the SB machine on teams, but sometimes you wind up with a Turkey, but I guess it just depends on who's behind the wheel on said kin.
You should not be expected to hold all the aggro.
I'm not even taking Taunt on my Brute...I'm playing my Brute to do damage.
Again, as I have been told many times...Tanks and Brutes are two different things.