Originally posted by Aradhor:Hi, and thanks for the advices. I guess 3 other party members running stench could help, but that feels like a wasted talent point. Even then, it felt more like a meme build. Long story short, IF you want to stick to a tank build, you need to build the entire team around it, or it will be straight up useless. I also had the source aero/scoundrel skill to use for backup invisibility if we actually went that many rounds into combat, which was rare. I think he tried using the provoke skill, but it didn't affect much. Meanwhile, I would wait to jump into combat until after him, then I would use chameleon cloak and refresh it with skin graft to make sure enemies had to either attack him or do nothing. Esentially, between shackles of pain and retribution, he would reflect damage back to enemies that would be at or above the damage they dealt to him. Keep in mind, this was pre definitive edition, so lone wolf stats capped at 20, not 10. I was a rogue type character and he was a straight up tank. ![]() A friend and I were doing a duo lone wolf run. This actually reminded me of my one (of MANY) playthroughs that actually had a tank based character who was practical and useful. But even then, this game favors damage over all else. Why? Because then you can be as tanky as you want and enemies only have you to focus. If you're running a sword/shield combo, your damage is going to be low and you might just find yourself lacking physical because of it, hurting your team's overall performance and making the game far harder than it needs to be. This means a balance between magic and physical damage so no one character is stuck dealing all the damage by themselves and struggling to get through armor. ![]() The reason being, you want to have balanced damage output for the whole team. However, I'd need to know the builds of everyone else as well and given that it sounds like you're gonna do this in co-op, I'm not sure you'll have that info. If you're really set on doing a tank build, I'd do my best to describe everything you want to know. Tanks sacrifice damage for survivability, but if you just deal more damage you can apply CC to teh enemies, lowering incoming damage and negating the need for that durability. You can make it work using Leadership to boost your allies defenses and making your character look a bit more vulnerable, but it takes a really high leadership skill to do so and even then, only allies in close proximity gain the effects. However, the reality is that tanking isn't really a concept in Divinity. Your damage is better than a STR 1h/shield and you gain access to all the abilities in the scoundrel skill as well as Warfare and everything else. The best melee setup for a shield is a rogue going dagger and shield. You play a normal mage like this and are quite durable while still being pretty much a full power mage. Shields have more physical protection than magic, meaning it helps to cover the naturally low physical armor from INT armor. The best candidate for a shield is a mage with a wand. If you use mods to get skillbooks earlier than they are normally available, you could get guardian angel and tank a bit with that, but without mods, it only becomes available at level 16. In general, you'd be better off with pretty much anything else other than a tank in this game. Mind control effects will also screw you up a bit, so peace of mind can also help a lot. A point in hydro/geo could work for giving yourself a buffer on cc effects with fortify and armor of frost so you aren't completely useless. You can go summoner, so while that character is stunned/frozen/etc, you can still do something with the incarnate. I think the "best" way to make a tank would be to get glass cannon early, and pump wits and con. ![]() So a character with glass cannon could in theory work, and would need a rather large armor/hp pool to not die quickly or waste allies turns keeping it from dying. The simplest way to do this is by having glass cannon, since enemies will target that character for cc effects. Now, the best way to actually get aggro is to look like an easy target. Then even with a shield, as long as your team has up to date gear, you aren't particularly more durable than anyone else. The only taunt/provoke ability in the game is very short range, and still allows your enemies to "target" your team by throwing grenades and aoe skills at the ground right next to them. You can't constantly draw aggro while also being significantly more durable than the rest of the party to allow you to survive extra aggro. The issue with a "tank" build in DOS2 is that there is no good method to actually tank for the team.
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