I know it sounds odd to imagine an offense active ability as a tanking one, but it'd be nice if PvE tanks had an active offense for those times when there's pesky DPS yanking threat off them repeatedly. Maybe make it function like the following. .
Aggrivating Retort: You've got the secret ingredient to making any supervillain especially angry. On activating this ability, your threat generation is doubled for 5 seconds. After this period has passed, your threat will continue to be increased, but will steadily taper off to normal in an additional 10 seconds. Your resolve is also increased during this ability, gaining a 20% bonus to all damage for 15 seconds. Additional ranks increase the duration of double threat as well as the damage bonus to a max of 28%
Now, why make this an active offense? This ability would allow a tanking character to build a huge reservoir of threat from which DPS has to chip away at in order to break past the threshold to once again have the villain's attention, but it'd also allow a tank to toggle on their defense actives to counterbalance the fact that this villain is going to really, really hate them. This is good for the tank's capability as a meat shield.
Secondly, a tank's second purpose is to do damage. A tank is not there to be an eternal meat shield. They're also there to further the villain's health bar along to inevitable defeat. Thus, by allowing a damage bonus in this ability you're including an offensive mechanism in threat generation that allows tanks to contribute more in a fight while taking shots in the face. It won't cripple them too much to use this in place of a full on offense active. Most offense actives come with a secondary effect, such as bonus crit, or bonus stacks of Enraged, etc., so this one would have the secondary effect of being a threat steroid.
Its functionality in PvP would be pretty much nonexistent, but. . who cares? There's plenty of picks for PvP.
If you're freeform, just build a character for DPS and give them a defensive passive and a self heal - you'll generate enough damage to get those baddies' attention, and you'll have the tools to keep yourself alive once you do. The whole notion of damage not being a "tank's thing" needs to go bye-bye.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
If you're freeform, just build a character for DPS and give them a defensive passive and a self heal - you'll generate enough damage to get those baddies' attention, and you'll have the tools to keep yourself alive once you do. The whole notion of damage not being a "tank's thing" needs to go bye-bye.
You won't build enough hate compared to someone built for damage. And a dedicated tank will still out threat them. And the whole idea that tanks don't dish out damage is fairly simple; tanks generally can take a lot of abuse in the process so giving them uber defense and uber damage is basically game breaking.
Doesn't Crippling Challenge force an opponent to attack you ?
Even so, why not.
/Signed.
It does. My tankish toon has it on a maintain which works amazingly well. The only time I can't keep agro is when someone else is using it as well beause it grants temporary immunity.
I think that the Tank threat generation just needs to be increased.
You already have to spend 3+ advantage points if you really want to attempt tanking...you shouldn't need to take a (watered down) active offense as well.
I think that the Tank threat generation just needs to be increased.
You already have to spend 3+ advantage points if you really want to attempt tanking...you shouldn't need to take a (watered down) active offense as well.
I've already got a thread on tank threat generation and a way to fix crippling challenge. Should be in my sig. You can find it here if you want to support it.
My suggestion is an active offense, so it would not conflict with active defenses. Also I agree, tanks are meant to do damage, and it's another reason I feel it would be a good idea to make an active offense oriented toward tanking. Normally I do just fine as a tank, but I wouldn't mind having something to fall back on for those times a DPS absolutely insists on holding threat.
It's happened in the past. Nothing stops a DPS from pulling threat off a tank. They just need one thing, maybe two if they really want to be annoying.
Crippling Challenge. Challenging strikes.
I see DPS use CC occasionally, and it irritates me to no end when they do. I occasionally see DPS using CS. I honestly feel vindication when they do get themselves killed in the process, and it makes me feel useless when they don't. Granted I can't tell people how to play their characters, and if they want to tank in brawler stance it's their choice.
I'll take a peek at the thread. I went on about threat generation a bit back too. Thank you Silverspar.
Some skills like bleeding in the martial art powersets generate extra threat. So, when a DPSeer use that skill continuously with high critical chance and critical severity, it will be hard for a tank to keep aggro from enemies.
So, I do suggest that threat generation from specific powers should be removed if not in tank role.
Also, I would like that since many active offense increase the superstats, so extra threat generation should be added as well for tanks.
I agree with firefly. However it would be possible to put a temporary crippling challenge bonus in the active offenses for the tanks that already exist. It would be easier for the devs and would have basically the same effect that firefly wants for his active offense.
I know this isn't a popular idea by any stretch of the measure but... I think threat mechanics should be removed, and tanks should protect their teammates via knocks and CC effects.
Champions Online: Be the hero you wish you could be in a better game.
I know this isn't a popular idea by any stretch of the measure but... I think threat mechanics should be removed, and tanks should protect their teammates via knocks and CC effects.
Yea, that works out so well in Guild Wars 2... IE it doesn't at all.
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Even so, why not.
/Signed.
'Caine, miss you bud. Fly high.
Your idea is good though, from some of the posts on these forums it seems there are tanks that could use this.
Thing is, would all the Tanking Archetypes have their active offense replaced with this? They would probably need it more than anyone.
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"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
You won't build enough hate compared to someone built for damage. And a dedicated tank will still out threat them. And the whole idea that tanks don't dish out damage is fairly simple; tanks generally can take a lot of abuse in the process so giving them uber defense and uber damage is basically game breaking.
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It does. My tankish toon has it on a maintain which works amazingly well. The only time I can't keep agro is when someone else is using it as well beause it grants temporary immunity.
You already have to spend 3+ advantage points if you really want to attempt tanking...you shouldn't need to take a (watered down) active offense as well.
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I've already got a thread on tank threat generation and a way to fix crippling challenge. Should be in my sig. You can find it here if you want to support it.
Silverspar on PRIMUS
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It's happened in the past. Nothing stops a DPS from pulling threat off a tank. They just need one thing, maybe two if they really want to be annoying.
Crippling Challenge. Challenging strikes.
I see DPS use CC occasionally, and it irritates me to no end when they do. I occasionally see DPS using CS. I honestly feel vindication when they do get themselves killed in the process, and it makes me feel useless when they don't. Granted I can't tell people how to play their characters, and if they want to tank in brawler stance it's their choice.
I'll take a peek at the thread. I went on about threat generation a bit back too. Thank you Silverspar.
So, I do suggest that threat generation from specific powers should be removed if not in tank role.
Also, I would like that since many active offense increase the superstats, so extra threat generation should be added as well for tanks.
Champions Online: Be the hero you wish you could be in a better game.
Yea, that works out so well in Guild Wars 2... IE it doesn't at all.
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Guild Wars 2 sucks and you know it.
Champions Online: Be the hero you wish you could be in a better game.