Few Taunt Questions
Quote:
While I'm not an expert in the numbers, here's my "I play a lot of tanks and scrappers" take on it:
1) What exactly does Taunt do? Generate a lot of threat?
2) Is the -Range unresistable? Will it effect Incarnate trial AVs? 3) What about the Taunt Duration? Is that worth slotting for? What exactly does that do? 4) How necessary is it for Tanking Incarnate Trials? |
1) It generates a lot of threat or aggro or whatever, and usually WILL be enough to pull a boss off the suicidal blaster who just popped some reds and Aim and Build Up and an attack, making said boss do a 180 turn and come after the taunter. As I said, I don't know the actual numbers, but it takes a LOT to pull aggro off a bad guy that a tank just actively Taunted.
2) I'm not sure how the -Range works, to be honest. A lot of enemies WILL stop attacking from range and close to melee range, and some won't. It's also often useful for calling runners back to you if you're not in the mood to chase them. And some enemies will start to run for the hills, and be Taunted, and just continue to run away, which I suspect might be a bug. (If memory serves, I started seeing this a few months ago and filed a bug report, but don't remember that behavior as much years ago.) As far as Incarnate AV's go, I've taunted a few of them and had them chase me exactly where I wanted them to go. (I'm thinking of you, Nightstar and Siege!)
Edit: Ooops -- turns out that this following section is wrong -- see ThugOne's post below!
3) The taunt duration simply makes the duration last a few seconds longer -- I don't normally think those extra few seconds are worth it on my scrappers, but if I've only got one slot in it on my tanks, I'm just as likely to throw in a Taunt/Recharge/Range as I am a Recharge/Range. "Maybe it'll help, maybe I'm not, but I'm a tank. So I can say that I tried."
4) From what I've gleaned from the Tanker forum here and there, most people find it to be a useful power to take for regular content. Oh, sure, some powersets can generate enough aggro on their own between damage auras and/or Gauntlet to USUALLY hold the bad guy's attention, but for that "emergency stop" button to get the bad guy's attention, especially at range, it's a LOT more certain than, say, Hurling a big rock at their head.
Personally, I find it useful enough that I've got it on all five (?) of my level 50 tanks and brutes, and on about two thirds of my scrappers who like to pretend that they're tanks!
"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner
30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04
Info here:
http://wiki.cohtitan.com/wiki/Taunt_%28Status_Effect%29
Slotting for duration is a good idea; the vault of the Threat is multiplied by 1000 times the remaining duration of the Taunt. Boosting that number helps attract attention, and their attention will wane as the Taunt wears out.
Wow -- did not know that, and editing the erroneous info above. And it looks like I'll be replacing those "mere" Range/Recharge IO's with Taunt/Range/Recharges!
"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner
30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04
1) What exactly does Taunt do? Generate a lot of threat?
2) Is the -Range unresistable? Will it effect Incarnate trial AVs?
3) What about the Taunt Duration? Is that worth slotting for? What exactly does that do?
4) How necessary is it for Tanking Incarnate Trials?