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DarkAudit
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When Taunt was available at level 4, it was practically required in the tanker's arsenal. Now that it's been moved to level 10, when other healing and recharging powers are available, is it still worth taking? I skipped it at level 10 for Consume, and at 12 for Healing Flames. I'm gonna skip it at 14 for Super Jump and 16 for Plasma Shield.
So now I've got at level 18 Fire/SS tank ready to choose his next power. Whoops. There's the fitness pool. 18 - Swift. 20 - Health. 22 - Stamina. Now we're at level 24. By now more defensive powers are sitting and waiting. Still no taunt.
Fire primaries already have an inherent taunt, as do the secondary attacks. So where does Taunt proper fit in?
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| 02/11/06 10:10 |
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gec72
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Wow, this is level *10* now? Seems like with no debt and the new temp powers, the GM's are really looking to have lvl 10 be the newstarting point for the game...like the first 10 levels are only a preface (and really one that could easily be breezed through solo - hence less of a need for taunt until then).
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| 02/11/06 11:43 |
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Sapphire_Gypsy
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well I was old school on my tank... at least in the start. I planned on taking taunt early. Every tank I'd ever teamed with had taunt early... but it was old school.
Now when I respeced.... yeah taunt go put off till after 20... I had too many other things I wanted to take... and I really hadn't been using it at low levels anyway... so why waste the slot. :)
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| 02/11/06 11:59 |
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Hobsnob
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I've got a stone/fire set up now, which I plan on trying to play without any taunt at all. With Mud pots going, other AoEs, and DoT, I'm sure gauntlet can manage. I might try slotting the AoEs for taunt as well.
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| 02/12/06 16:11 |
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LordXenophon
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I have an 8th level ice tank who's doing fine without taunt. If something must be taunted, I run up to it and infect it with Chilling Embrace. So far, it's working fine and looks like it will keep working long enough to get Taunt later, if at all.
        
          
          
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| 02/12/06 22:43 |
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DarkAudit
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Well, now. After a run through the Synapse TF, I found that taunt is still necessary.
More than once, I had mobs run straight through my blazing aura and past me to get to the others. Heck, this went on through the entire TF. We weren't getting any extra deaths as a result, but it was defeating the purpose of having a tank in the first place.
The next time through the TF, I had taunt, and even though the mobs would sometimes ignore me in the first moments of a fight, I could fire off Taunt to regain their attention.
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| 02/23/06 09:16 |
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Glasher
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| QUOTE | Well, now. After a run through the Synapse TF, I found that taunt is still necessary.
More than once, I had mobs run straight through my blazing aura and past me to get to the others. Heck, this went on through the entire TF. We weren't getting any extra deaths as a result, but it was defeating the purpose of having a tank in the first place.
The next time through the TF, I had taunt, and even though the mobs would sometimes ignore me in the first moments of a fight, I could fire off Taunt to regain their attention. |
It's like I have always said. Taunt is still necessary in a tanks arsenal. My invul/fire tank has two taunts built into these powers, but taunt is still quite necessary for pulling bad guys off of team mates in trouble. And as you found, they will still run by you and get to your team mates. With the taunt power you taunt them to you, and then the built in taunts work their magic and keep them on you. Taunt is not a wasted power, it is an extremely helpful power. It is one of those powers that help a tank be what they are supposed to be. An agro magnet.
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| 02/23/06 11:15 |
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Electro
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I think Taunt is still something every teaming tanker should get. Personally, I always took it later in my build anyway. I found that taking Taunt too early always seemed to get my baby tank in over his head on a regular basis. Taking it later allowed me to build up my defenses a bit. Nothing like making a bunch of trolls mad and then doing an instant face-plant!
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| 02/23/06 11:52 |
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Thundarpants
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I know I'm a little new to the Tanker AT, but from watching my SG mates, and learning from them after respecing and rolling fresh Tanks...... Definately need Taunt. I took it as soon as it came up on my Stone/Stone.
Now when you first get it, it does seem to be able to get you in over your head, but early on your Blaster and Troller buddies are even more squishy. I didn't start off trying to see how much I could Taunt, more I kept it for those times that I noticed a friend in trouble. We were all holding our own, but the Blasters draw a lot of high damage aggro. (I ran a lot of Blasters, so I knew what to expect when they started ripping off a lot of AoE's)
Now I lead off with it and do my best to maintain aggro with it and Mod Pots to get all the aggro if I can. The Punch-voke and Aura-voke is extreemly weak in some cases, and doesn't always break damage induced aggro because the Tank deals so little.
One nice thing I noticed by picking up Taunt as early as possible...... I didn't enhance it. At level 28, it still just has one recharge rate sitting in it until I start getting lots in the mid 30's. It may never get a lot in it because once it got limited to 5 enemies, I decided to add more to AoE's like Fault(if it takes Taunt enhancents) and Mod Pots(which I know does take em). Get it early and use the next 2 enhancement slots on a shield or attack. My AoE's hit more than Taunt, so it's mainly for pulling attackers off my squishy friends when they make stuff really mad.
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| 02/23/06 14:40 |
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