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[WAR] Tank Archetypes: We're in your PQ, stealing your deaths

FiggyFiggy Fighter of the night manChampion of the sunRegistered User regular
edited December 2008 in MMO Extravaganza
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The Tank Thread


DESTRUCTION

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Chosen

"My name? Long ago, such worthless details fell from memory. I know only the lust for glorious battle - for blood, for victory! I seek only the Eye of Tzeentch - his favour, his grace, his Dark Gifts - that through them, I may be remade - reborn! Why do we raid your lands? Why do we burn your homes? Why do we flay your flesh? To serve the Lord of Change and his magnificent designs."
- An unknown Chosen of Tzeentch
A Chosen Champion of Tzeentch is a sight to behold - warped by the blessings of the dark gods, these hulking behemoths have the power and size to match even the mightiest of mortal creatures. Their thick Chaos armor can ward off the most punishing of blows, while the fell weapons they wield can cleave the heaviest of defenses. However, these "blessings" come at a price - the Chosen is beholden to Tzeentch, and must constantly strive to earn his favor. For the Chosen of Tzeentch this means more than mere slaughter and death. In order to earn the grace of the Changer of Ways, the Chosen must apply guile and trickery as much as brute force. Only through careful planning and deliberate carnage can a Chosen of Tzeentch truly find the favor of their god.

The Chosen of Tzeentch Specialty


Tzeentch expects his Champions to be both ferocious warriors and cunning tacticians. As a result, Chosen who excel in these areas are granted profane rewards. These Dark Gifts allow the Chosen to manipulate the ruinous power of Chaos itself. While this provides them with ever greater strength, it also continually strips away any remnants of humanity that may still reside in the dark recesses of their memories. These Dark Gifts supplement the warrior’s awesome martial skills, increasing their durability, strength and even allowing them to harness the Winds of Magic.

Playing as the Chosen

Above all else, as a Chosen Champion, you will seek the esteem of Tzeentch. Yours is an arduous path, forever seeking out greater glory in the eyes of the Raven God by playing a crucial role in his terrible schemes and cruel manipulations. Encased in a blasphemous panoply of heavy armor, you will endeavor to place yourself on the front line of every battle, where you will bring to bear the power of your Dark Gifts against your foes. You will also often be called upon to protect the insignificant or the weak, not as an act of compassion, but rather in service to the inscrutable machinations of your treacherous god.

Fighting the Chosen

Only death - either yours or theirs - brings any hope of respite from the fear and confusion that the Chosen inspire and the devastation they wreak on the battlefield. The best choice is almost certainly to do anything and everything you can to eliminate the Chosen from the fight as quickly as possible. They are devious and manipulative, and it is unwise to give them any opportunity to use their Dark Gifts to guide the course of a battle. Since they are most dangerous at close range, wise groups will focus magical and ranged attacks on them early in the fight. Failing that, your only hope is a focused, heavy melee attack – though it will certainly be a race against the dark and creeping terror such close proximity to the monstrous Chosen will instill in you and your allies.

The Look of the Chosen

* Ornate and brightly adorned heavy armor made of strange, curving components decorated with the colors and marks of Tzeentch.
* Uses heavy shields bearing the crest and symbols of the Raven God.
* Wields massive melee weapons that crackle with ruinous power at high levels.

Chaos Chosen Career Masteries

Do not be mislead by appearances, for they are the first weapon of the Chosen. Covered from head to toe in unholy armor, wielding massive weapons capable of rending enemies limb from limb, the Chosens are hulking figures of dread and terror on the battlefield - but woe to the enemy who dismisses them as simple brutes! Tzeentch's Chosen are cunning warriors who can bring forth a whisper of the Ruinous Powers into this world, dooming their enemies to a fate that is, perhaps, worse than a simple death.

Chosen Mechanic

The Chosen have been blessed by Tzeentch with several dark gifts, powers of Chaos which they can grasp and pull into this world through their very bodies. These powers pour forth from within their massive armor, and spill out as profane auras. In addition to causing an immediate effect when they first burst out from the Chosen's grasp, these lingering effects will continue to empower the player for several moments, allowing them to unleash melee attacks fueled by the unholy power of Tzeentch himself.

Chosen Masteries

Path of Strife
The Path of Strife is focused on directly and brutally crushing your foes. A master of Strife will be likely to favor a Greatweapon instead of a shield, greatly increasing their offensive power at the cost of sacrificing the protections that a shield would otherwise offer. They will be easily capable of picking up a shield when the situation calls for it...but they won't be happy about it.

Path of Retaliation
The Path of Retaliation is a cunning Mastery for those who prefer to outlast their enemies, letting their foes beat in futility on a massive shield until they're exhausted, and then crushing them with deliberate and vicious attacks. A specialist in Retaliation will be the person who defines where the lines of battle will be drawn, since they -are- the front lines.

Path of Discord
The Path of Discord is one that delves more deeply into Tzeentch's gifts, and masters of Discord more fully understand how to manipulate the Chaos forces that swirl within them. They can unleash blasts of magical power, or twist the magical energies to unnaturally enhance their melee attacks. Their understanding of the nature of magic is still relatively shallow, however, and they can not hope to approach the skill or power of a true magus, but even their brief flashes of otherworldly energy are enough to empower them as potent melee combatants. [/size]
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Black Orc

“Now den, some times what da boyz need is a lad what can take a beating, and beat back! Dey need a lad wif a serious pair of tusks! Dem needs a Black Orc!”
- Grumlok, Orc Warboss on Strategy

"Da bigger da Orc, da stronger da Orc. Da stronger da Orc, da more dat's Orc's da boss. No wonder da Black Orcs is always da bosses!"
- Splinta, a Goblin in the Bloody Sun Boyz tribe
Armed and armoured to fight in the thick of melee as a warrior and tanker, the Black Orc matches physical hardiness with a down and dirty brawler’s fighting style that makes him the heart of any war band. With choppa and shield in hand, he can face down any foe unshaken. However, it is his unique approach to fighting that makes him as deadly with his fists as with either of those tools. He’ll knock you down so you can’t fight back, and then kick you while you’re down. There’s no honor among Greenskins, and there’s no such thing as a fair fight – and that’s the way he likes it!

The Black Orc Specialty

The Black Orc’s fighting style might best be described as brawling. He attacks with all the tools available – fists, feet, elbows, shoulders, and assorted other spiky bits, including weapons. His various attacks are designed to jar, disorient, or otherwise disable his enemy. Each of these conditions leaves the enemy vulnerable to yet more punishment. This comes in the form of other attacks which deliver additional effects based on the target’s condition. The Black Orc’s use of these tools revolves around the philosophy that the best defense is indeed a good offense.

Playing as a Black Orc

Combat for a Black Orc revolves around engaging and defeating enemies one at a time, while weathering the fire of their allies. As a front line fighter, the Black Orc is well equipped to withstand the attacks of his enemies. Though protected by shield and armor, and possessing a hearty constitution, his greatest strength lies in his ability to disable his primary opponent. His use of jarring blows and unexpected attacks allow the Black Orc to exploit the openings they create to reduce the enemy’s ability to fight back.

Fighting Black Orcs

When you fight a Black Orc it’s most important to know your enemy and his abilities. This allows you to counter them and keep him from reaching the potential of his deadly power. He will always have the tools to engage you, so there’s little sense in trying to get around him. If you’re aware of his abilities – especially the multiple attacks he can chain off of one another – you can maneuver and break his chains, denying him maximum performance. Maneuverability, selective engagement, and an intimate knowledge of your enemy’s abilities are the keys to defeating the Black Orc.

The Black Orc Look

* Fully armored in heavy armor (with lots of spikes)
* Large very heavy shields (also with lots of spikes)
* Choppas and great choppas (with spiky bits stuck on)

Career Mastery

Black Orcs love a good brawl, and are always the first ones to charge into the hectic chaos of combat. Over enough generations, this has ensured that the only surviving Black Orcs are the toughest of the tough and the meanest of the mean, resulting in a group known for their brutality and sturdiness even among other Greenskins.

Black Orcs are master tacticians, and brilliant combat fighters without intellectual peer among the Greenskins, for they can actually formulate and follow a detailed and complex battle plan. Some warriors of other races have been known to occasionally point out that a Black Orc's plans somehow seem to consist of nothing more than progressing from "Hit 'im!" to "Oi, 'e's still standing, hit 'im again!", and then back to "Him 'im!" again...but they're careful not to sound mocking or dismissive, for in the hands of a Black Orc, such a plan is crushingly effective.

Black Orc Career Masteries

Path Of Da Brawler
A master of this path believes that the best way to win a fight is through choppin' the other guy into little pieces quickly. He scoffs at the thought of using a shield, since that just makes it harder to swing a massive Big Choppa around, and he doesn't need anything getting between him and his choppin'!

Path Of Da Toughest
A specialist in this path sees the wisdom in using a massive shield and taking care to defend himself against attacks - after all, while choppin' is grand fun, living through the fight so that he can do some more choppin' later is an appealing prospect as well.

Path Of Da Boss
If there's one thing that an Orc Boss can do better than anyone, it's yelling at those who aren't as big as him. A specialist in this path has had long practice at yelling, shouting, and encouraging his group to fight onwards and be strong - although it's still a point of military debate whether the Orc's allies are actually inspired to press forward and fight, or whether they're simply trying to get the Orc to stop his deafening bellows and reeking breath.
ORDER

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Ironbreaker

"To strike an Ironbreaker is to strike an anvil. You are more likely to re-shape your weapon than to move him… and heavens forbid one lands on you..."
- High King Thorgrim Grudgebearer
The Ironbreaker is the quintessential dwarf – gruff, quarrelsome and taciturn. He is also your best friend on the field of battle, as any blow struck against his allies is a Grudge that is guaranteed to be repaid in kind. Equipped with his famed gromril armor, and practicing his elite weapon craft, he is a steadfast defender. This dwarf is proof against even the most powerful attacks, standing by his allies and ensuring their safety amidst the swirling chaos of battle. It is said that there are few warriors in the world who can boast they are as tough as an Ironbreaker, and none that can prove it.

The Ironbreaker Specialty

Nobody holds a grudge like a Dwarf, and no dwarf is dwarfier than the Ironbreaker. Every blow struck against him or his allies serves to fuel his ardor. This in turn influences his every action – the greater the grudge born against a particular foe, the greater the effect of the Ironbreaker’s attacks. The means by which the Ironbreaker exacts justice vary according to his choice of attacks, but one thing is constant: The only escape from his vengeance is death!

Playing as an Ironbreaker

As an Ironbreaker, your goal is to get between your friends and your foes and use your defensive abilities to absorb and deflect attacks. If you can’t immediately claim a foe’s attention, your grudge bonuses begin to make you a problem foes can’t ignore as you grow more and more potent in your defense of your allies. Obviously, Ironbreakers truly shine in groups but even solo they are quite capable as long as they can get close enough to wear down foes with their axe or hammer.

Fighting Ironbreakers

Fighting an Ironbreaker calls for some tough choices: do you try to wear away the anvil or do you attack his friends and hope that the anvil doesn’t fall on your head? The best approach is probably to remove the Ironbreaker through magic and ranged attacks, aiming to eliminate him before he can bring his power to bear. Barring that, a concentrated melee attack on the Ironbreaker may be your only hope to avoid creating an indestructible melee monster that knows your name and holds a grudge for a very long time.

The Ironbreaker Look

* Fully armored in heavy Gromril armor (shiny and ornate)
* Uses large heavy duty shields (elaborate and well crafted)
* Wields an axe or a hammer (also in the fancy dwarfen style)

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Sword Master

“Enlightenment is achieved by mastering not only the body, but the soul. Only then can a warrior truly understand the value of life, and why it should be protected at all costs.”
- Belannaer of Hoeth, Bladelord of the White Tower
The White Tower of Hoeth, the greatest seat of learning in the world is home to a cadre of warrior-scholars, known as the Swordmasters of Hoeth. These warriors train arduously, honing their exceptional agility, and mastering every nuance and facet of sword fighting. Swordmasters wield the greatswords of Hoeth, elegant blades often six to seven feet long from pommel to tip. Such is a Swordmaster’s skill with the blade that he can raise his sword, sever an enemy’s neck and return his sword to rest before a lesser warrior can even raise a shield to block him.

Sword Master Specialty

The warrior scholars of Hoeth are first and foremost masters of the blade, and are capable of weaving a wall of impenetrable steel with either a greatsword or longsword. This is achieved through rigorous training to master both body and mind. Each flowing form requires agility and balance. As the Swordmaster moves through forms, balancing each maneuver with the next, he creates a graceful yet deadly dance. However, the blade is not the only tool at the Swordmasters disposal. Trained by the loremasters of Hoeth, the Swordmaster is also capable of calling upon the winds of magic to enhance his blade, bringing powerful magics to bear where simple steel will not suffice.

Playing as a Swordmaster

A single Swordmaster can hold the line against numerous lesser foes. Graceful and agile, the Swordmaster is capable of responding to a variety of threats quickly and efficiency. The key is to maintain a balanced approach to combat. Every movement a Swordmaster makes is designed to balance the body in preparation for the next. It is through this preparation that the Swordmaster is capable of chaining numerous attacks into powerful offensive or defensive combinations.

Fighting the Swordmaster

At first glance a Swordmaster is a daunting opponent, and many foes quickly fall to their shining blade if they do not approach the fight with caution. The key to defeating these master swordsmen is to interrupt their dance. A Swordmaster relies on footwork and balance to launch his attacks, and while the reach of his Greatsword is long it cannot reach a well hidden marksman. As with all melee opponents, the best approach is to keep a Swordmaster at range, blasting through his powerful defenses with well timed missile and magic attacks. If you find yourself in close combat with these masters of the blade, interrupt their graceful dance with a powerful blow that will take them off their feet.

The Look of the Swordmaster

* Heavily armored with intricately tooled heavy armor layered over supple scale mail.
* Wears tall elegant helms simply adorned with long flowing manes.
* Wields the Great Sword of Hoeth, a long and elegant blade containing powerful enchantments.

Career Mastery

The Swordmaster fights with magical enchantments to bolster the strength of his attacks and is a deadly front-line warrior. Surprisingly agile with his finely-crafted Elven Greatsword, the Swordmaster is the vanguard of any Elf army.

The Swordmaster strings together short chains of attacks in a graceful Blade Dance. With each swing of his weapon he steps into a more balanced fighting position, which allows him to use more powerful attacks, which then increase his balance even further.
Swordmaster Masteries

Path of Khaine
The Path of Khaine focuses on the Swordmaster's signature Elf Greatsword, a massive but exquisite weapon which he can swing with deceptive speed. While no High Elf would ever worship the God of Warfare, a Master of this path acknowledges Khaine as a potent and necessary figure, and the Swordmaster brings swift death to any who stand in his way.

Path of Vaul
The Path of Vaul is primarily focused on defense, and a Master of this path may very well be temped to lay aside his Greatsword in favor of an elegant Elf-crafted shield instead. The Swordmaster who specializes in this path will be the core that the lines of battle form around.

Path of Hoeth
The Path of Hoeth is for Swordmasters who have spent much longer amounts of time in the White Tower, honing their innate magical skills and learning how to smoothly work magical power into their attacks. A Master of this path will learn subtle ways to both expose weaknesses in their foes, and to shield themselves in battle.

--Work in progress. Discuss the tank archetype here.

XBL : Figment3 · SteamID : Figment
Figgy on
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    MunacraMunacra Registered User regular
    edited September 2008
    yes!

    So what is more annoying than one Ironbreaker?

    2 IB that are oathfriends.

    Munacra on
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    subrollsubroll Registered User regular
    edited September 2008
    woot, tank thread! I will be playing a black orc come tuesday. From what i got to see of the black orc i really like how they work. i love the tiered ability system, where it takes one ability to use another. its gonna get really interesting with all the different combinations.

    subroll on
    Smash Friend Code: 4596-9134-3067
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    OatsOats Registered User regular
    edited September 2008
    How does the grudge pool work? Is it like a rage bar 1 to 100 sort of thing, which has moves which deplete it?

    Oats on
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    MunacraMunacra Registered User regular
    edited September 2008
    Grudges work a lot like a rage bar, yes. When you get hit, you build up grudges. When you hit someone you build up grudges. Oathfriend someone and if they get hit, you build up grudges, as well as sharing any buffs you get with them.

    Some moves deplete grudges, while others are DOT's that do more damage with more grudges, and do not deplete.

    Munacra on
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    jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited September 2008
    I was originally going to roll a Swordmaster alt, but 2 levels of playing an Ironbreaker made me completely change my mind. The oathfriend mechanic is awesome, and has some terrific rvr/pve applications.

    jkylefulton on
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    bamjobamjo Registered User regular
    edited September 2008
    I was in open beta for all of a day, and have yet to decide on my main.

    To those of you who have played chosen to higher levels ( ie past lvl 6, the highest I made it) how do they fare? I had reasonable success with them in scenario RvR, and it was a fun class to play. Chosen seemed a little lacking in damage output compared to the black ork.

    Do their auras get better? The first couple you get seem a little lackluster.

    bamjo on
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    MunacraMunacra Registered User regular
    edited September 2008
    Also as a tank, collision detection + snare is your best friend.

    Munacra on
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    Bad KarmaBad Karma Registered User regular
    edited September 2008
    "To strike an Ironbreaker is to strike an anvil. You are more likely to re-shape your weapon than to move him… and heavens forbid one lands on you..."
    - High King Thorgrim Grudgebearer
    That is a mantastic quote.

    I had fun with the brief time I had with my Ironbreaker. My biggest complaint? The warcry emote shares the same sound as the jumping grunt.

    What the hell.

    Bad Karma on
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    FugaFuga Registered User regular
    edited September 2008
    Why would you make the font smaller?

    Fuga on
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    subrollsubroll Registered User regular
    edited September 2008
    I guess I can take the time I have away from the game, waiting for Tuesday, to try to think of a badass name for my Black Orc.

    subroll on
    Smash Friend Code: 4596-9134-3067
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    FiggyFiggy Fighter of the night man Champion of the sunRegistered User regular
    edited September 2008
    Fuga wrote: »
    Why would you make the font smaller?

    That was before I put them in spoilers. Get some glasses, oldie!

    Figgy on
    XBL : Figment3 · SteamID : Figment
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    kaleeditykaleedity Sometimes science is more art than science Registered User regular
    edited September 2008
    Playing a Blorc feels really, really awesome.

    The biggest problem I have is that, as a blorc, I don't feel like there's a decent reason to use a twohander given the content before t3 and the mastery trees on wardb. Whether or not that's a negative at all is another discussion entirely.

    kaleedity on
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    FiggyFiggy Fighter of the night man Champion of the sunRegistered User regular
    edited September 2008
    kaleedity wrote: »
    Playing a Blorc feels really, really awesome.

    The biggest problem I have is that, as a blorc, I don't feel like there's a decent reason to use a twohander given the content before t3 and the mastery trees on wardb. Whether or not that's a negative at all is another discussion entirely.

    The DPS jump is pretty substantial. I found I was rather weak on the DPS for RVR. You definitely aren't going to take down a healer if they have any AP left.

    Figgy on
    XBL : Figment3 · SteamID : Figment
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    tehmarkentehmarken BrooklynRegistered User regular
    edited September 2008
    Aaaaaaaaaagh, I can't play until tuesday. I wanna play my black orc. Man, this is like torture.

    tehmarken on
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    kaleeditykaleedity Sometimes science is more art than science Registered User regular
    edited September 2008
    Figgy wrote: »
    kaleedity wrote: »
    Playing a Blorc feels really, really awesome.

    The biggest problem I have is that, as a blorc, I don't feel like there's a decent reason to use a twohander given the content before t3 and the mastery trees on wardb. Whether or not that's a negative at all is another discussion entirely.

    The DPS jump is pretty substantial. I found I was rather weak on the DPS for RVR. You definitely aren't going to take down a healer if they have any AP left.

    I took down healers over and over again with a 1h/shield and points in da'brawler, so I wouldn't conclude that so quickly yet.

    Yeah, before big slash and r18, I fought a runepriest in an open rvr zone for 30+ minutes without either side gaining an advantage. A taunt-> demolishing strike-> big slash-> skullthumper broke future runepriests I ran into.

    Which reminds me: no matter your immediate role as a tank class, taunt is an awesome damage bonus. Yes, it still works until your target hits you three times; blocks and parries don't count toward the three.

    kaleedity on
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    FiggyFiggy Fighter of the night man Champion of the sunRegistered User regular
    edited September 2008
    kaleedity wrote: »
    Figgy wrote: »
    kaleedity wrote: »
    Playing a Blorc feels really, really awesome.

    The biggest problem I have is that, as a blorc, I don't feel like there's a decent reason to use a twohander given the content before t3 and the mastery trees on wardb. Whether or not that's a negative at all is another discussion entirely.

    The DPS jump is pretty substantial. I found I was rather weak on the DPS for RVR. You definitely aren't going to take down a healer if they have any AP left.

    I took down healers over and over again with a 1h/shield and points in da'brawler, so I wouldn't conclude that so quickly yet.

    Yeah, before big slash and r18, I fought a runepriest in an open rvr zone for 30+ minutes without either side gaining an advantage. A taunt-> demolishing strike-> big slash-> skullthumper broke future runepriests I ran into.

    Which reminds me: no matter your immediate role as a tank class, taunt is an awesome damage bonus. Yes, it still works until your target hits you three times; blocks and parries don't count toward the three.

    Ah ok.. i didn't get high enough to try that.

    Something I always wondered.. is it being hit three times by your target, or is it being hit three times by anyone?

    Figgy on
    XBL : Figment3 · SteamID : Figment
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    kaleeditykaleedity Sometimes science is more art than science Registered User regular
    edited September 2008
    Figgy wrote: »
    kaleedity wrote: »
    Figgy wrote: »
    kaleedity wrote: »
    Playing a Blorc feels really, really awesome.

    The biggest problem I have is that, as a blorc, I don't feel like there's a decent reason to use a twohander given the content before t3 and the mastery trees on wardb. Whether or not that's a negative at all is another discussion entirely.

    The DPS jump is pretty substantial. I found I was rather weak on the DPS for RVR. You definitely aren't going to take down a healer if they have any AP left.

    I took down healers over and over again with a 1h/shield and points in da'brawler, so I wouldn't conclude that so quickly yet.

    Yeah, before big slash and r18, I fought a runepriest in an open rvr zone for 30+ minutes without either side gaining an advantage. A taunt-> demolishing strike-> big slash-> skullthumper broke future runepriests I ran into.

    Which reminds me: no matter your immediate role as a tank class, taunt is an awesome damage bonus. Yes, it still works until your target hits you three times; blocks and parries don't count toward the three.

    Ah ok.. i didn't get high enough to try that.

    Something I always wondered.. is it being hit three times by your target, or is it being hit three times by anyone?

    It has to be your target. Your taunt target has to connect hits on you 3 times to drop the taunt. You can block all their attacks and they'll still be taunted for the 15s duration, as a bonus.

    kaleedity on
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    FugaFuga Registered User regular
    edited September 2008
    Figgy wrote: »
    Fuga wrote: »
    Why would you make the font smaller?

    That was before I put them in spoilers. Get some glasses, oldie!

    It was small for a while after being spoilered too. :P

    Fuga on
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    FiggyFiggy Fighter of the night man Champion of the sunRegistered User regular
    edited September 2008
    Fuga wrote: »
    Figgy wrote: »
    Fuga wrote: »
    Why would you make the font smaller?

    That was before I put them in spoilers. Get some glasses, oldie!

    It was small for a while after being spoilered too. :P

    I'm only one man :(

    Figgy on
    XBL : Figment3 · SteamID : Figment
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    AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    edited September 2008
    bamjo wrote: »
    I was in open beta for all of a day, and have yet to decide on my main.

    To those of you who have played chosen to higher levels ( ie past lvl 6, the highest I made it) how do they fare? I had reasonable success with them in scenario RvR, and it was a fun class to play. Chosen seemed a little lacking in damage output compared to the black ork.

    Do their auras get better? The first couple you get seem a little lackluster.

    Auras scale with level, though they scale even more with your mastery path (the difference, say, between the toughness aura from a Chosen spec'd in the mastery that improves it than a Chosen who isn't spec'd in that path is pretty significant to the point that the auras that were focused in my path I tended to use whereas those that weren't I just chucked off my hotbar). The mastery auras are also entirely different than regular ones, giving you the choice of either an aura that drains AP from everyone around you, an aura that causes enemy abilities to take 0.5 seconds longer to cast, to an aura that reduces healing effects on enemies around you by 25%.

    I can't answer much in damage output, since I played my Chosen specifically as a tank and could care less about killing things, more about controlling enemies. You will have much success in surviving in RvR though, as a number of tactics boost your survivability immensely (the one that makes armor penetration useless against you is simply amazing, as well as the one that reduces the cooldown of your knockback).

    And, thankfully, Discord spec'd Chosen (of which I'll be playing come Tuesday) can singlehandedly charge ranks of enemy casters and emerge at full hp with the casters running away (or dead, if some of your friends followed you). Their mastery buff is just heaven.

    Aegis on
    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
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    MelMel Registered User regular
    edited September 2008
    So what was the rational behind scrapping the Empire and Dark Elf tanks for release? Their presumed mirror-classes seem to be pretty well fleshed out, couldn't they just copy/paste and worry about the racial flavor stuff later?

    The reason I ask is that I love the Iron Breaker's mechanics but am pretty dead set on Destruction. That and the fact that everyone seemed to be bitching for an Empire tank in OB and they sooner they're shut up the better.

    Mel on
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    FiggyFiggy Fighter of the night man Champion of the sunRegistered User regular
    edited September 2008
    Mel wrote: »
    So what was the rational behind scrapping the Empire and Dark Elf tanks for release? Their presumed mirror-classes seem to be pretty well fleshed out, couldn't they just copy/paste and worry about the racial flavor stuff later?

    The reason I ask is that I love the Iron Breaker's mechanics but am pretty dead set on Destruction. That and the fact that everyone seemed to be bitching for an Empire tank in OB and they sooner they're shut up the better.

    Mythic said that it wasn't "Great" enough to make it in. Some testers say that they weren't that bad, and I've heard that at least one of the removed classes was never even playable during beta.

    No classes are exact mirrors. There are lots of things therein that differentiate them, and having an exact mirror just for the sake of having it in there is retarded.

    Really, it's about 3 minutes and 50 copper to switch starting areas, so "my race has no tanks!" is an invalid argument.

    Figgy on
    XBL : Figment3 · SteamID : Figment
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    bamjobamjo Registered User regular
    edited September 2008
    Aegis wrote: »
    Auras scale with level, though they scale even more with your mastery path (the difference, say, between the toughness aura from a Chosen spec'd in the mastery that improves it than a Chosen who isn't spec'd in that path is pretty significant to the point that the auras that were focused in my path I tended to use whereas those that weren't I just chucked off my hotbar). The mastery auras are also entirely different than regular ones, giving you the choice of either an aura that drains AP from everyone around you, an aura that causes enemy abilities to take 0.5 seconds longer to cast, to an aura that reduces healing effects on enemies around you by 25%.

    I can't answer much in damage output, since I played my Chosen specifically as a tank and could care less about killing things, more about controlling enemies. You will have much success in surviving in RvR though, as a number of tactics boost your survivability immensely (the one that makes armor penetration useless against you is simply amazing, as well as the one that reduces the cooldown of your knockback).

    And, thankfully, Discord spec'd Chosen (of which I'll be playing come Tuesday) can singlehandedly charge ranks of enemy casters and emerge at full hp with the casters running away (or dead, if some of your friends followed you). Their mastery buff is just heaven.
    That sounds fucking sweet!

    I was leaning toward marauder as my main, but I might have to roll chosen instead.

    I love that this game gives you so many awesome options.

    bamjo on
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    DraevenDraeven Registered User regular
    edited September 2008
    blork attacks kinda work like wow rogue attacks, you have to build up somethings before you can hit your finishers / bridges. Really good tank class and pretty sure ill be rolling Blork on Release.

    Draeven on
    Morskitter wrote "Spikes, choppas, tentacles, magic? Can't hold a candle to Sergeant Pimp here."

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    Kid PresentableKid Presentable Registered User regular
    edited September 2008
    Is there anywhere else to get the beta client, without having to wait in 2 hour Fileplanet queues?

    Errr, this is not the thread I thought I was posting in! The question is still valid though, because after reading this thread I now want to play an Ironbreaker...

    Kid Presentable on
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    PbPb Registered User regular
    edited September 2008
    I'm going to echo a comment from above and say that Taunt is pretty damn fantastic. I'd be more surprised that some people don't use it, but I think some people look at the name, think "PvE" and throw it off the bar.

    Pb on
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    KagnarosKagnaros Registered User regular
    edited September 2008
    Pb wrote: »
    I'm going to echo a comment from above and say that Taunt is pretty damn fantastic. I'd be more surprised that some people don't use it, but I think some people look at the name, think "PvE" and throw it off the bar.

    Taunt is a good way to separate the good tanks from the bad.

    I loved it on my Ironbreaker. So much damage.

    Kagnaros on
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    BlankspaceBlankspace __BANNED USERS regular
    edited September 2008
    I was enjoying my Blork but I fell in love with him during a Keep siege when Hold the Line became the best skill ever

    Blankspace on
    SIG.gif
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    FiggyFiggy Fighter of the night man Champion of the sunRegistered User regular
    edited September 2008
    Blankspace wrote: »
    I was enjoying my Blork but I fell in love with him during a Keep siege when Hold the Line became the best skill ever

    Indeed. It's a core ability, I'm pretty sure. My Chosen has this as well.

    Figgy on
    XBL : Figment3 · SteamID : Figment
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    BlankspaceBlankspace __BANNED USERS regular
    edited September 2008
    Yeah all tanks have it, and I'm pretty sure I would love Chosen as well, but man, Blorks.

    Blankspace on
    SIG.gif
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    MelMel Registered User regular
    edited September 2008
    It's got so many great uses...

    A) As an actual taunt to take the focus off your healer/dps friends.
    B) A free 30% damage buff against any healer who is actually focusing on healing.
    C) Drop it right as you see your target panic and start to run; they're too busy trying to get away to bother hitting you so again it's like a free 30% damage buff. (plus it makes those axe-throws hit that much harder if they actually manage to slip away)

    Mel on
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    FiggyFiggy Fighter of the night man Champion of the sunRegistered User regular
    edited September 2008
    Blankspace wrote: »
    Yeah all tanks have it, and I'm pretty sure I would love Chosen as well, but man, Blorks.

    I want to like them, but I just don't like the stance/plan mechanic. I've got a Chosen now as my main, but the idea that "twisting auras" might become the norm has me sad.

    Figgy on
    XBL : Figment3 · SteamID : Figment
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    FiggyFiggy Fighter of the night man Champion of the sunRegistered User regular
    edited September 2008
    Mel wrote: »
    It's got so many great uses...

    A) As an actual taunt to take the focus off your healer/dps friends.
    B) A free 30% damage buff against any healer who is actually focusing on healing.
    C) Drop it right as you see your target panic and start to run; they're too busy trying to get away to bother hitting you so again it's like a free 30% damage buff. (plus it makes those axe-throws hit that much harder if they actually manage to slip away)

    Don't forget the crit bonus when you axe someone in the back.

    Figgy on
    XBL : Figment3 · SteamID : Figment
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    BlankspaceBlankspace __BANNED USERS regular
    edited September 2008
    This is the first MMO where I have enjoyed playing a tank.

    It's wonderful.

    Blankspace on
    SIG.gif
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    AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    edited September 2008
    Kagnaros wrote: »
    Pb wrote: »
    I'm going to echo a comment from above and say that Taunt is pretty damn fantastic. I'd be more surprised that some people don't use it, but I think some people look at the name, think "PvE" and throw it off the bar.

    Taunt is a good way to separate the good tanks from the bad.

    I loved it on my Ironbreaker. So much damage.

    The cone taunt you get around 20 is actually much better in RvR than the single-target one you get around 7 or so. The cone taunt causes all enemies within range in the cone to deal like, 20-30% less damage to everyone except the tank. A good tank will be using this every time it's up since it's unlikely the entire zerg is going to notice it, and it protects their own zerg immensely.

    Aegis on
    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
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    ZekZek Registered User regular
    edited September 2008
    Taunt by itself isn't much of an incentive for most people to turn their attention to the near-invincible tank, but it's nice for free damage when they won't. Challenge is going to be much more important - it's AE and it actually protects your teammates, especially combined with Guard. Against a really well organized team attacking the tank may well be the best course of action, but pure DPS probably won't do the trick, you'll need the support abilities that cut down on stuff like armor and healing.

    Zek on
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    risumonrisumon Registered User regular
    edited September 2008
    Munacra wrote: »
    Grudges work a lot like a rage bar, yes. When you get hit, you build up grudges. When you hit someone you build up grudges. Oathfriend someone and if they get hit, you build up grudges, as well as sharing any buffs you get with them.

    Some moves deplete grudges, while others are DOT's that do more damage with more grudges, and do not deplete.

    I don't think the bolded above is true, at least overall. I believe there are some attacks and talents that will generate grudge on hits, but any normal hit will not build grudge.

    You get 5 grudge for being hit, and 10 grudge if your oathfriend is hit. Thankfully they changed it so you can oathfriend anyone, so your oathfriend should always be someone getting beat on. It used to be your oathfriend could only be a groupmate, so it made soloing in a PQ much more annoying if you didn't have aggro.

    There are two things you can do with grudge. Some abilities will use grudge rather than AP, so you can save AP by burning through grudge. Or, grudge can empower other abilities. If you have 25,50,75 or 100 grudge, certain abilities will do more damage or have an additional effect.

    My IB only made it to level 7 or so before OB ended so I am not master, but that is my addition for now.

    risumon on
    [SIGPIC][/SIGPIC]
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    MunacraMunacra Registered User regular
    edited September 2008
    risumon wrote: »
    Munacra wrote: »
    Grudges work a lot like a rage bar, yes. When you get hit, you build up grudges. When you hit someone you build up grudges. Oathfriend someone and if they get hit, you build up grudges, as well as sharing any buffs you get with them.

    Some moves deplete grudges, while others are DOT's that do more damage with more grudges, and do not deplete.

    I don't think the bolded above is true, at least overall. I believe there are some attacks and talents that will generate grudge on hits, but any normal hit will not build grudge.

    You get 5 grudge for being hit, and 10 grudge if your oathfriend is hit. Thankfully they changed it so you can oathfriend anyone, so your oathfriend should always be someone getting beat on. It used to be your oathfriend could only be a groupmate, so it made soloing in a PQ much more annoying if you didn't have aggro.

    There are two things you can do with grudge. Some abilities will use grudge rather than AP, so you can save AP by burning through grudge. Or, grudge can empower other abilities. If you have 25,50,75 or 100 grudge, certain abilities will do more damage or have an additional effect.

    My IB only made it to level 7 or so before OB ended so I am not master, but that is my addition for now.

    Well you are right, auto attacks will not build grudges. But who uses the auto attacks?

    Munacra on
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    ZekZek Registered User regular
    edited September 2008
    It really sucks that Destruction doesn't have an IB mirror. Though even if we did it would suck that it's a Dark Elf.

    Zek on
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    BlankspaceBlankspace __BANNED USERS regular
    edited September 2008
    Man I want to play as a Knight of the Blazing Sun so bad

    Blankspace on
    SIG.gif
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