What do Tanks do?
Tanks in Providence are specific classes that share a similar profile; they have high defences and health, they operate mainly in melee range, and they have a class feature that can inflict the Marked condition. They are used as a barrier between weaker character, like Wizards or Faustians. They also function as an anvil for some faster or more damaging classes to hit their enemies against.
Tanks generally work well with other tanks, as no two Marking ability is identical to another, potentially allowing for some fantastic teamwork attacks that can punch a hole through many enemy lineups.
There is one tanking class for each of the five different powersources.
Fighter
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Their reaction engine is an opportunity attack, which triggers if the enemy shifts, or attacks something that isn't them. Even then, Fighters can learn to retaliate against enemies that hit them. Thus, no matter what an enemy will do, a Fighter can always punish them for it, often with fatal consequences.
Fighters lack the power to successfully tank enemies at a range, however, as their reaction engine can only be used with melee weapons.
Paladin
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Their reaction engine is a single target Mark that can be used at any range. Should the enemy stray from the Paladin, they are automatically blasted with holy radiance, causing significant damage. Although this allows the Paladin to tank at a range, they can only mark one target at a time.
Elementalist
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Their reaction engine allows them to hit targets with melee strikes and damaging elemental spells. Combined with malleable armour, Elementalists are the most flexible of the tanking classes. They have a unique weakness, however; their Elemental Command class feature can only Mark targets if they hit their enemies with a weapon or spell. So, for all their strength, they are the only tank with the potential for failure in their duty.
Doomguard
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Their reaction engine is similar to that of a Paladin, but has a far smaller range. If an enemy strikes one of the Doomguard's allies, the Doomguard's spirit inflicts just as much pain back to the target. Although their style is simple, effective and needlessly brutal, they are arguably the least flexible tanking class. Their Marking power does not allow a margin of error.
Chronarch
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These tanks are unique, in that they have a total of four potential reaction engines, rather than one. This covers a Fighter-style retaliation, withering and poisoning, to repositioning of an enemies' front line. Chronarchs, like many tanking classes, cannot tank at range. In addition, their ability to alter time is extremely limited. Once they use their allotted powers, they must rely on more mundane methods of protecting their allies.
[Credits to Paizo, http://nunubeh.deviantart.com/, sinbot.linneberg.com, withfriendship.com, and Niklass Jansson for the pictures]
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