Saturday, 17 December 2011

FAQ: Tanks


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
      Fighters are the tank for the Martial powersource. They are the masters of weapons, and benefit from the potential to cause significant damage, even while on the defensive. Their Marking class feature, Dominate the Field, Marks anything they attack, hit or miss. This ability works on all weapon attacks, so a Fighter can make use of ranged weapons such as crossbows or bows to take an early advantage.
      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
     Paladins are the tank for the Divine powersource. They are consummate defenders with many unique powers, ranging from covering stances to devastating smites. They are the only class that can wear half plate and full plate armour at 1st level, and many choose to make the best use of this fact. Paladins can also be tooled to wear lighter armour and fight with the aim of damage in mind rather than defence, but even then they are capable protectors. To augment their protective role, Paladins can also learn spells from the Divine spell list, although not to the same extent as a Cleric.
      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
      Elementalists are the tank for the Primal powersource. Elementalists are at home at range or in melee and possess the power to manifest elemental arms and armour with but a thought, taking forms such as molten plate armour and swords of flame. Elementalists also possess some of the best resistances in the game. They live between the realms of the Fighter and the Druid, but gain a steady growth of bonus feats and class features to compensate for their dual nature.
      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
      Doomguards are the tank for the Shadow powersource. Grim and spiteful, Doomguards are argueably the strangest of the tanking classes. Instead of the theme of protection, Doomguards attempt to cripple, break and destroy their enemies before their allies are harmed. They are melee specialists that can inflict negative conditions on creatures they strike. Doomguards are also immune to many, more exotic, powers that makes them extremely difficult to kill.
      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
      Chronarchs are the tank for the Psionic powersource. Instead of focusing on superb defences, special resistant powers or an overflowing Hit Point pool, Chronarchs reward planning, teamwork and timing to protect their allies. They are the masters of time, able to manipulate their immediate and past turns to change their current one. They are the most lightly armoured of the tanking classes, but by far the most maneuverable. 
      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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