So I've had a chance to look things over in the game. I still feel that Con is now a very lack lust stat and that I'm forced to build Str just to get the proficiency I need for Equipment Requirements. Both love Leadership, especially in larger Parties and with Summoners. However, this means that now there is an actual point to building Str, leaving two possible paths for Tanking:
The Warrior (Warrior or Knight Base) - This guy is a power house fighter, lots of health and high bursts of damage with periods of inactivity; waiting for AP to build. What this build would need to become a proper tank is the adding of interesting tank *Skills*.
Pros: Very Sturdy, some damage potential, can go toe to toe with an army.
Cons: Bad control (relies on poor AI), limited capability to aid allies.
Tactic: Just dive straight in, focus on any softer targets and try to apply what control you can to those attacking your less armored allies. Use surprise bursts to bring down high priority targets that your caster/ranger cannot reach. This tank needs to wreak havoc in order to be efficient. You can't disrupt with Skills, but you can disrupt with damage and a threatening presence.
The Hybrid (Cleric Base) - A split between Heavy Infantry and Support/Control roles, this build tries to get juuust enough Str to equip while also spending points in Int ans Spd, leaving only a single point or two for Con after a few levels up. The trick with this character is to use the water healing spells to regen any lost health before you get KO'd. Here the tank would like to see a shift in gear requirements to the Abilities instead, leaving Str/Int as minor Stats so that more points can go towards Con/Spd.
Pros: Versatile and able to help in many situations, high amount of control (especially if you pick up Lightning Magic later in the game).
Cons: Low damage potential, small health pool, runs the risk of being unable to wield Spell X or Item Y due to Str/Int Requirements.
Tactic: Stay on the front line, acting as a shield for your allies. You cannot take a huge amount of hits to soak what you can and use Spells to lock down those you can't fight. Further support your allies with other Spells and Healing Magic whenever possible. Try to keep a few extra AP for a rainy Round or the opportune turn; your strength lies in AoE control Spells.
Whatcha think? Got a better way to tank? Think one build could better benefit from doing X?
I for one think both builds could work, the first one especially so. But both lack the Tank feeling; one is a Fighter and the other a Spellsword, neither truly a low damage, heavy melee type.
Edit: C'mon, anyone gimme some love here! Or hate? Gimme something, anything, to talk about XD
Last edited by Ithiloneth; 26/02/14 09:48 PM.