Post by TM93 on Oct 14, 2015 18:53:31 GMT
Last post we went over the DPR role of Digimon: Digital Adventures. This time, we're gonna take a look at the Tank role. A Tank is a playstyle that focuses on being as hard to knock out as possible, while focusing on drawing aggro from your allies. The majority of parties will welcome a solid Tank over a bulky DPR Role if someone is willing to play it.
Tanking in DDA still focuses on 3 primary Stats, and a few that are considered more or less secondary. Now, due to the fact that you never want to entirely NEGLECT a Stat in DDA, Tanking is a bit more awkward to play, but it is VERY workable.
Dodge: Dodge Tanks are the true kings of DDA, as taking zero damage is better than taking any damage. Dodge also, like always, adds to your Agility Score, further enhancing your "go first" capabilities.
Armor: Armor helps soak up the damage that the failed Dodge rolls just can't stop, as such it's essentially the second stat to work on for a Tank.
Health: Last on the essential list. Being able to take and soak up hits is a valuable tool for a Tank, but once HP is gone in a fight, it's gone. Be careful how much you invest in Health as such.
Accuracy: Several of a Tank's good traits will require you to at least HIT in order to be effective. Accuracy should not be neglected, as such.
Damage: Some Tank setups will require you to deal Damage for Lifesteal based powers. If not, Damage can POTENTIALLY be neglected, but not entirely left at 1 for every Stage. But honestly if you have one to three solid DPR roles in the party
Qualities
Agility: Yes, take it. A top-tier Quality for any Tank Digimon to have.
Attack Effects: Taunt, Knockback, Stun, essentially any Effect that will either draw aggro to the Tank, positions the enemy where they want to be, or otherwise makes it impossible if not at least a bit hard to hit the rest of their party. Lifesteal moves are also great to take into consideration
Resistant: No Tank likes being shut down by obnoxious Status effects, shrug them off sooner by taking Resistant for at least 3 to 5 Ranks when you can afford it.
Speedy: A solid idea to take if you can afford it: a good Tank needs to be mobile. Flight is as always the optimal Movement type.
Optimizations: Guardian or Uncatchable Target are your go-to Optimizations, depending on what type of Tank you want to play.
Damage vs Support: the Debate
Now obviously some people will argue: is it better to have almost no Damaging Moves, maybe one or two, and have a bunch of Status-afflicting Moves as a Tank, or is it better to be dealing a ton of damage mixed with these effects?
Well part of the answer, in my opinion, depends on the composition of your party. If your party, for some reason, lacks Damaging roles, the latter may be the better option overall. If the opposite of true, it may not be a good idea to add more to the damage output at the expense of your ability to support the party. Be sure to take your party into account when building a Tank!
Tanking in DDA still focuses on 3 primary Stats, and a few that are considered more or less secondary. Now, due to the fact that you never want to entirely NEGLECT a Stat in DDA, Tanking is a bit more awkward to play, but it is VERY workable.
Dodge: Dodge Tanks are the true kings of DDA, as taking zero damage is better than taking any damage. Dodge also, like always, adds to your Agility Score, further enhancing your "go first" capabilities.
Armor: Armor helps soak up the damage that the failed Dodge rolls just can't stop, as such it's essentially the second stat to work on for a Tank.
Health: Last on the essential list. Being able to take and soak up hits is a valuable tool for a Tank, but once HP is gone in a fight, it's gone. Be careful how much you invest in Health as such.
Accuracy: Several of a Tank's good traits will require you to at least HIT in order to be effective. Accuracy should not be neglected, as such.
Damage: Some Tank setups will require you to deal Damage for Lifesteal based powers. If not, Damage can POTENTIALLY be neglected, but not entirely left at 1 for every Stage. But honestly if you have one to three solid DPR roles in the party
Qualities
Agility: Yes, take it. A top-tier Quality for any Tank Digimon to have.
Attack Effects: Taunt, Knockback, Stun, essentially any Effect that will either draw aggro to the Tank, positions the enemy where they want to be, or otherwise makes it impossible if not at least a bit hard to hit the rest of their party. Lifesteal moves are also great to take into consideration
Resistant: No Tank likes being shut down by obnoxious Status effects, shrug them off sooner by taking Resistant for at least 3 to 5 Ranks when you can afford it.
Speedy: A solid idea to take if you can afford it: a good Tank needs to be mobile. Flight is as always the optimal Movement type.
Optimizations: Guardian or Uncatchable Target are your go-to Optimizations, depending on what type of Tank you want to play.
Damage vs Support: the Debate
Now obviously some people will argue: is it better to have almost no Damaging Moves, maybe one or two, and have a bunch of Status-afflicting Moves as a Tank, or is it better to be dealing a ton of damage mixed with these effects?
Well part of the answer, in my opinion, depends on the composition of your party. If your party, for some reason, lacks Damaging roles, the latter may be the better option overall. If the opposite of true, it may not be a good idea to add more to the damage output at the expense of your ability to support the party. Be sure to take your party into account when building a Tank!