Provoke vs Tanker Taunt


Adeon Hawkwood

 

Posted

Is the duration of the taunt the only difference between these powers?




Side Question: What animation does Provoke use?


 

Posted

Quote:
Originally Posted by Vitality View Post
Is the duration of the taunt the only difference between these powers?
No. Tanker Taunt is autohit in PvE, while Provoke requires a to-hit check.




Quote:
Side Question: What animation does Provoke use?
Don't know, I've never used it.


Quote:
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.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Quote:
Originally Posted by Vitality View Post
Is the duration of the taunt the only difference between these powers?
No. Tanker Taunt is autohit in PvE, while Provoke requires a to-hit check.
Also, Taunt has a range debuff.

Quote:
Originally Posted by Vitality View Post
Side Question: What animation does Provoke use?
I'm not going to describe this well, but the double handed beckoning. I believe DM's Taunt uses it.


 

Posted

Quote:
Originally Posted by Sarrate View Post
Also, Taunt has a range debuff.



I'm not going to describe this well, but the double handed beckoning. I believe DM's Taunt uses it.
No range debuff?...that's rough.

I think I know what animation you're talking about.

Well it's definitely not as good as I had hoped...but at least it's an AoE taunt.


 

Posted

Quote:
Originally Posted by The_Spad_EU View Post
It also has a much lower base duration, a shorter range and a lower Taunt magnitude.
Really?...Mids shows a mag of 4 for both Tanker taunts and Provoke.

Either way...it's better than not having a taunt.


 

Posted

Id say the power is there mostly for a scrapper that wants to tank.

But in summary (since it was all covered here)


Code:
 
Power:       Taunt        /  Provoke
Range:        70.00ft     /    60.00ft
ToHit:     Auto Hit        /    75.00% Chance
Cast:          1.67         /      1.67
Duration:     41.00s      /    16.40s
Radius:       15.00ft      /    15.00ft
Recharge:     10.00s     /    10.00s
Bonuses: -Rng 75.00%  /     n/a
PS: hate this forums code tag that does not use fixed widths fonts.


 

Posted

Quote:
Originally Posted by Sarrate View Post
Also, Taunt has a range debuff.
Yes it does. I keep forgetting about that.

Provoke is useful for a scrapper who wants to tank, or a mastermind who wants to.

It's redundant bordering on completely useless for a tank or brute, and I can't imagine any other ATs that would WANT to take a taunt power.


Quote:
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.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
It's redundant bordering on completely useless for a tank or brute, and I can't imagine any other ATs that would WANT to take a taunt power.
I knew someone who had both presence pool taunts on their blaster, so that they could tank AVs with it. I'd recommend both if you're building your blaster to do such things with it. I plan on trying it out on a Stalker sometime I just haven't, not a case of making one that can spare the slots, its a case of leveling it. Stalkers tend to get the backseat with me.


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

Quote:
Originally Posted by ClawsandEffect View Post
Yes it does. I keep forgetting about that.

Provoke is useful for a scrapper who wants to tank, or a mastermind who wants to.

It's redundant bordering on completely useless for a tank or brute, and I can't imagine any other ATs that would WANT to take a taunt power.


One of my previous specs for my human form Warshade took and used Provoke very often. I could also see it being useful for a human form Peacebringer, and maybe even some defenders (though, good luck finding room for it.)


 

Posted

Quote:
Originally Posted by Starsman View Post
Id say the power is there mostly for a scrapper that wants to tank.
Also for Masterminds who want to tank.


 

Posted

Love Provoke. Nearly every one of melee characters (e.g. characters will self buff/heals) without access to taunt takes it, as it will often let you save someone's hide (e.g. that /Cold Corr who just shielded you).

It is a shorter duration, but is plenty effective to allow you to tank, esp with a taunt aura. Take it, and love it!


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Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Also for Masterminds who want to tank.
You know, I'm aware masterminds were designed to tank, but I have never seen a Mastermind tanking.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Also for Masterminds who want to tank.
It is extremely effective for allowing a Mastermind to stay in bodyguard mode and get their pets attacking as fast as possible, since they won't attack until something attacks you.

Most of my Masterminds take either Challenge or Provoke for this reason, to avoid having pets stand around for 3-5 seconds at the start of every fight, especially in sitautions where there is great aggro control (e.g. following a tank). Allow, it's very handy when handling squishy pets as they die very easily, by taking the hits yourself in BG mode means you can easily patch up the small loss of HP and you don't have to resummon/buff all the time.


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Posted

Quote:
Originally Posted by Starsman View Post
You know, I'm aware masterminds were designed to tank, but I have never seen a Mastermind tanking.
Being that my Masterminds ususally have Challenge or Provoke, I've done it. :P

The last Mort Kal SF I ran, my Thugs/Pain kept the AVs challenged since I had the best survivability on an all Blaster/Corr team.


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Posted

Quote:
Originally Posted by New Dawn View Post
I knew someone who had both presence pool taunts on their blaster, so that they could tank AVs with it. I'd recommend both if you're building your blaster to do such things with it. I plan on trying it out on a Stalker sometime I just haven't, not a case of making one that can spare the slots, its a case of leveling it. Stalkers tend to get the backseat with me.
I've done several Stalkers with Provoke. It works great!

It's especially handy on /Ninjitsu as you can take aggro (Provoke) and give away aggro (Smoke Bomb) at will. One of my favorite tricks is the Provoke and hide around a corner. The mob will chase you giving the team a good 5-6 seconds to wail on him while he is attacking -nothing- and running to catch you.


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Posted

Quote:
Originally Posted by Starsman View Post
You know, I'm aware masterminds were designed to tank, but I have never seen a Mastermind tanking.
I use Provoke on my Mastermind all the time, but not exactly to tank. There are usually plenty of folks around who want to tank, so I've not often found that a needed role on teams. (Besides, only a few mastermind secondaries get any mezz protection. That is a real problem for would-be tankers.)

When teaming, I use Provoke to grab a share of the aggro so I can leave my pets in bodyguard mode. In bodyguard mode, my pets share damage done to me, providing effective damage resistance to me. Outside of bodyguard mode, masterminds are the squishiest of ATs. In addition, bodyguarding pets will attack mobs that attack me. Provoke plus bodyguard allows me to be less squishy on teams at the same time my pets are attacking rather than simply standing around uselessly.

Of course, there are times I will direct one or more (or all) of my pets to attack a particular foe while teaming, but Provoke is a very handy thing on teams.

Soloing, masterminds don't really have problems getting aggro, but Provoke can be an effective way to keep your enemies attacking the MM rather than the pets. This can be good as you're typically much more capable of dealing with incoming damage (in bodyguard mode) than your pets. Provoke helps keep your pets alive and doing damage.


 

Posted

Quote:
Originally Posted by Necrotron_RO View Post
I've done several Stalkers with Provoke. It works great!

It's especially handy on /Ninjitsu as you can take aggro (Provoke) and give away aggro (Smoke Bomb) at will. One of my favorite tricks is the Provoke and hide around a corner. The mob will chase you giving the team a good 5-6 seconds to wail on him while he is attacking -nothing- and running to catch you.
Have been planning to do it on my second Ninjitsu for years. When I mentioned I had planned on it a couple of years ago I had someone ask why - but it will be prolly be funny.


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

Quote:
Originally Posted by Necrotron_RO View Post
It is extremely effective for allowing a Mastermind to stay in bodyguard mode and get their pets attacking as fast as possible, since they won't attack until something attacks you.

Most of my Masterminds take either Challenge or Provoke for this reason, to avoid having pets stand around for 3-5 seconds at the start of every fight, especially in sitautions where there is great aggro control (e.g. following a tank). Allow, it's very handy when handling squishy pets as they die very easily, by taking the hits yourself in BG mode means you can easily patch up the small loss of HP and you don't have to resummon/buff all the time.
Honestly, I usually do similar by starting the fight off with an AoE debuff (Nin/TA on my main).


Quote:
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

Posted

Quote:
Originally Posted by Necrotron_RO View Post
Being that my Masterminds ususally have Challenge or Provoke, I've done it. :P

The last Mort Kal SF I ran, my Thugs/Pain kept the AVs challenged since I had the best survivability on an all Blaster/Corr team.
Not saying it does not happen or that i dont believe it, just that I have never seen it.

I would love to be in a team where it happens and see it. I rarely played red side before GR and have not played enough to be in a team with masterminds doing this since then.


 

Posted

Quote:
Originally Posted by Starsman View Post
You know, I'm aware masterminds were designed to tank, but I have never seen a Mastermind tanking.
My Bots/Traps MM is built to tank and does so quite effectively (at least I think so). He can't generally pull aggro off a melee character with a taunt aura but he can pull aggro off most other characters.

My Demons/Thermal isn't a tank in the traditional sense (no Provoke and I rarely use bodyguard mode) but even he does ok. The Demon Prince makes a tough meat shield and even though he lacks a traditional means of aggro management tools simply moving him into the middle of the spawn and letting him lose with his aura and AoE sleep can provide enough aggro management for a lot of teams.


 

Posted

Quote:
Originally Posted by Necrotron_RO View Post
Being that my Masterminds ususally have Challenge or Provoke, I've done it. :P

The last Mort Kal SF I ran, my Thugs/Pain kept the AVs challenged since I had the best survivability on an all Blaster/Corr team.
How is it an all Blaster/Corruptor team if it has a Mastermind on it? That would be like bringing a Defender on an all Tanker team, and still calling it an all Tanker team...


 

Posted

I know it was not asked about, but something that is probably worth knowing is that Tankers and Brutes both get Taunt, but there is an important difference: both versions get a range debuff, but only the Tanker version has that debuff being AOE. The taunt is AOE for both, but the Brute will only debuff the range of whoever they target, while the Tanker gets everybody the taunt hits.

Confront for Scrappers is a single-target taunt with single-target range debuff too, if you care about such things.


 

Posted

Quote:
Originally Posted by MechaCrash View Post
I know it was not asked about, but something that is probably worth knowing is that Tankers and Brutes both get Taunt, but there is an important difference: both versions get a range debuff, but only the Tanker version has that debuff being AOE. The taunt is AOE for both, but the Brute will only debuff the range of whoever they target, while the Tanker gets everybody the taunt hits.
Is that really true? I'm going to have to pay attention on my elec/elec brute. That might explain some of the behavior I see on Rikti.


 

Posted

Quote:
Originally Posted by Cainus View Post
How is it an all Blaster/Corruptor team if it has a Mastermind on it? That would be like bringing a Defender on an all Tanker team, and still calling it an all Tanker team...
Seemed like the simplest way to explain I was the only non-Blaster/Corr on the team. *shrug*

"I was on an all Blaster/Corr/MM team, with me being the only MM..."


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