Provoke vs Tanker Taunt
Is the duration of the taunt the only difference between these powers?
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Side Question: What animation does Provoke use? |
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'm not going to describe this well, but the double handed beckoning. I believe DM's Taunt uses it.
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. |
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.
It also has a much lower base duration, a shorter range and a lower Taunt magnitude.
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Id say the power is there mostly for a scrapper that wants to tank.
But in summary (since it was all covered here)
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
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.
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. |
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.
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.)
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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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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You know, I'm aware masterminds were designed to tank, but I have never seen a Mastermind tanking.
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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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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.
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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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You know, I'm aware masterminds were designed to tank, but I have never seen a Mastermind tanking.
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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.
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. |
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.
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. |
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
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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. |
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.
You know, I'm aware masterminds were designed to tank, but I have never seen a Mastermind tanking.
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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.
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.
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.
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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...
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"I was on an all Blaster/Corr/MM team, with me being the only MM..."
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Is the duration of the taunt the only difference between these powers?
Side Question: What animation does Provoke use?