or just get some ninjas to put up a doton wall, add in a freeze/tribind and you are golden
or just get some ninjas to put up a doton wall, add in a freeze/tribind and you are golden
I don't even know what to say about these...
Not sure if my typing skills are making it hard to understand what I'm trying to say or not, but I guess it's time to leave this thread for a while now.
Last edited by Austherus; 12-25-2015 at 08:16 PM.
I think the Op is trying to say that Tanks are essentially useless in Frontlines.
I can agree with that. "Tanks" are useless. PLD/WAR/DRK are essentially high survivability damage dealers and don't have the tanky utility like they do in PVE. There is no major demand for tanks.
I would also like to see Tanks get some PvP utility, be it through PvP skills or changes to PvP mechanics, just something to make PvP acknowledge "Tanks". Like being able to taunt other players, or kind of like how Holmgang holds a single player face to face with a WAR, it would be interesting to see some way for a tank to hold the attention and stop the enemy from advancing. Perhaps a small radius shield wall or something so that other classes cannot run passed a tank or something.
Tanks useless in frontline? They have pretty useful pvp skills + tank lb and stun. I don't know how you can say skills like pushback, full swing, tetsudo etc. are useless.
The role of a tank in FL is still based around utilty/being tanky. Initiate fights while popping CD's etc and bait the dumb people to hit you and not your DD's or healers. There are a few PvP skills that also help team survivability and also like people have said the LB is also great. What OP is suggesting is just not needed really and good luck trying to organise pugs to be that co ordinated to even use a feature like that; seeing as how half the DPS that queue dont understand the value of doing a lot of damage per second.
I strongly disagree with that statement. Thats the role you chose to be. The best tanks in pvp have realized that they bring so much more value to the team by defending them rather than mindlessly chasing people around far beyond the line and dying alone. A single strategic cover can turn a whole battle around.
Last edited by Maxwell; 12-25-2015 at 03:40 AM. Reason: spelling
Paladin is very strong right now in Seal Rock, and it's probably the class with the largest difference between "actual" power and how it's percieved. Shield Bash + Spirits Within, Glory Slash, Testudo, Divine Veil, Cover, Clemency, and Full Swing create a very powerful defensive support class, which is also capable of locking down a healer for a full 12 seconds. It's really hard to win fights against a good Paladin, and (imo) the first good Paladin does more to win their team the game than the first good Warrior.
Collision detection in a game that already suffers from individual latency. The lel that'd be watching it in action.
Thank you for taking your time to write this. It doesn't look like most around here wants to discuss and evaluate ideas in an honest way.I think the Op is trying to say that Tanks are essentially useless in Frontlines.
I can agree with that. "Tanks" are useless. PLD/WAR/DRK are essentially high survivability damage dealers and don't have the tanky utility like they do in PVE. There is no major demand for tanks.
I would also like to see Tanks get some PvP utility, be it through PvP skills or changes to PvP mechanics, just something to make PvP acknowledge "Tanks". Like being able to taunt other players, or kind of like how Holmgang holds a single player face to face with a WAR, it would be interesting to see some way for a tank to hold the attention and stop the enemy from advancing. Perhaps a small radius shield wall or something so that other classes cannot run passed a tank or something.
Last edited by Austherus; 01-06-2016 at 03:09 PM.
Tank PvP utility? Simple
Enmity generation moves force the target to target you instead. (Just switchs the targets.)
Provoke forces the target to target you for 10 seconds.
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