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Old Apr 24, 2008, 12:06 PM // 12:06   #41
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Originally Posted by ogre_jd
[[Obsidian Flesh] seems like a horrible skill for tanking, especially if it means that monsters will throw spells at the other party members because they can't target the tank. Hopefully it instead means that primarily spellcasting monsters will just resort to wanding instead of switching targets.
If a caster in Tank&Spank steps into aggro, they're either dead meat, or the enemy is already dead.

Standing in the aggro range breaks the aggro, and so does a bad aggro on the Tank's part.

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And a tank really can't just sit there immobile, with the way aggro works when there's squishier players around, the main reason why proper tanking is a rather demanding art which takes a goodly amount of skill. Though if you're stuck on the thought that tanks can't move you might as well toss [[Dolyak Signet] and [[Symbolic Strike] in there while you're at it - and who says tanks must have only defensive skills and aren't allowed any offense?
It's not that godly skill-wise.
Normal aggro management applies to normal parties aswell, and with Dolyak Signet, you might aswell not move, because it's a huge self-snare.
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Old Apr 24, 2008, 04:13 PM // 16:13   #42
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I used to OF tank for DoA back in the OLD days before all this ursan crap. Until you've OF tanked, (or 600 tanked) you haven't tanked at all.

Seriously, warrior. Natural tank. For damage I always use casters. There's nothing wrong or stupid about that, it makes sense.
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Old Apr 24, 2008, 04:21 PM // 16:21   #43
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Originally Posted by AOTT
Seriously, warrior. Natural tank. For damage I always use casters. There's nothing wrong or stupid about that, it makes sense.
No it doesn't.
If you look at Axe skills, Sword skills, Hammer skills, they're all for damage.
Sword delivers strong pressure, Axe delivers strong spikes, Hammers deliver strong KD's.
If Warriors were made to tank, they wouldn't have weapon mastery aswell, or even that 1% per point of Strength, or even the Stonefist Insignia.

And yeah, anything can tank. One look at [[protective spirit] and things such as [[shield of absorption] will tell you why.

And if you look at Necros, they're best uses are buffing the melee ([[Order of Pain], [[Dark Fury]), debuffing ([[Enfeebling Blood], [[Wail of Doom]).
As Elementalist's best uses are support ([[ward against melee], [[blinding flash], [[blinding surge], [[gale])

And besides, Warriors have Deep Wound for a reason, and that's to make things die.
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Old Apr 24, 2008, 04:47 PM // 16:47   #44
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Tanking is bad anyway, and any other class can do it equally as good without wasting skillslots.

SoA + Prot Spirit for holding aggro, and then run in once the dangerous stuff is gone.
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Old Apr 24, 2008, 07:38 PM // 19:38   #45
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You can 'tank' without having to dedicate a whole character to defense (and such no offense). Running in with your almost triple armor versus physical and a [Shield of Absorption] + [Protective Spirit] isn't bad at all. However now you have got more damage then that Obsidian Flesh tank.
Another reason tanking is bad, is that fire damage doesn't do much in Hard Mode. (Buffed) Physicals do more damage then Meteor Showers do. However with a typical tank build you haven't got any physicals.
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Old Apr 24, 2008, 09:02 PM // 21:02   #46
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Quote:
Originally Posted by A Leprechaun
If it's a natural tank why do you need to bring tanking skills!!!

Tanking builds = bad. End of.

A warrior should be naturally tanking anyway (don't flame me yet, read on) as he/she should be the one grabbing aggro (aka running in first) expanding this onto your skill bar is bad, very bad. You should be dealing damage.

~A Leprechaun~
That was my point.Grab the aggro and get busy.Having massive defensive skills while doing no damage=FAIL.Seeing as your in the mob might as well tell them the Rick James Joke.

What did the 5 fingers say to the face?
SLAP!

When you EC into a mob you generally out distance the rest of your party which gives them time to setup where and what they want to attack with.IMO that is what a tank REALLY does.Makes themselves a target,soaks up some damage,and deals out some damage while the rest of the party prepares their nuking/debilitating/whatever skills.A tank's PRIMARY goal is to DRAW ATTENTION away from everyone else.And survive doing so.You don't need a monk dedicated to spamming protection spells on you.1 protection 1 hex removal 1 condition removal is all that is needed.You know there is going to be some sort of healing in the party somewhere.So that is a non-issue.3 slots you would have already chosen for prot n removal means 5 slots for offense.Sounds like a typical monk build to me.

Last edited by Terrokian; Apr 24, 2008 at 09:07 PM // 21:07..
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