Here's a quick note about the basic function of the 'tank' in Pocket Legends...
As Daphne points
out (quite astutely), the Enchantress can pull aggro very effectively by invoking her healing skill within range of roaming monsters. Additionally, the Avian Archer can pull massive aggro by doing area-effect damage with 'Blast Shot.' This is relevant to Ursan Warriors because, when he's 'tanking' for his group, the Warrior's job is to get and hold aggro, absorb tons of damage and prevent monsters from doing damage to the rest of the party.
When Enchantresses and Archers pull aggro from the Warrior he has a couple of techniques he can use to attempt to regain aggro. First on the list is the "Stomp" ability. Always good for getting a lot of monsters mad at you - this ability is great for regaining aggro. If you see your enemies turn and advance towards other party members you can fire off "Stomp" and (potentially) get their attention again. The one downside to this approach is that the knock-back effects associated with "Stomp" could push the monsters a lot closer to other group members... making the situation slightly worse
A more effective skill for regaining aggro is "Taunt." This ability enrages monsters (apparently Ursans are very good at pushing monsters' emotional buttons) and pulls them back to fight with the Warrior. Since this ability has no knock-back the monsters positioning doesn't become an issue. The ability doesn't do any damage... but it does give the Warrior an advantage to 'dodge' for a short period of time.
Looking forward to your comments and questions about life as an Ursan Warrior.
Thanks!
- Cinco
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