Best "Tank" class?

#1Q_SenseiPosted 5/20/2012 10:34:57 AM
Is it the Barbarian or the Monk?

Both have abilities that draw enemies to them. Both have primary stats that directly effect their melee defenses.

The Barbarian has an ability that makes Vitality get added to armor though, while the Monk has the ability to add Dex to Armor. I think the Vitality adds a little more survivability.


I know the monk has some great self/aoe heal abilities, does this make a huge difference, or does the Barbarian have anything that compares?
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#2Q_Sensei(Topic Creator)Posted 5/20/2012 10:58:32 AM
No opinion?


I keep playing with Builds and I'm kind of torn.
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#3svunte_boyPosted 5/20/2012 10:58:36 AM
Feels like the barb should be better at it if he has a monk for healing but the monk for self-sustained tanking.

Haven't gotten so far on monk, barb or the game but that's just my feeling and logical sense:P
#4Evan_ArrrrPosted 5/20/2012 11:11:33 AM
The monk has some ability combos that allow him to stay alive permanently
(assuming you're using them correctly).
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"Gentlemen, you can't fight in here! This is the War Room."
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#5Evan_ArrrrPosted 5/20/2012 11:12:15 AM
http://us.battle.net/d3/en/calculator/monk#aUXfTQ!YTb!aaacb
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"Gentlemen, you can't fight in here! This is the War Room."
- President Merkin Muffley, Dr. Strangelove
#6A7xdPosted 5/20/2012 11:13:15 AM
monk, yesterday saw a guy explaining how he can heal himself REALLY fast at high levels while also doing good damage, though that was more of a combination with the barb that would be the real tank.
#7EnygmaSoulPosted 5/20/2012 11:15:35 AM
EnygmaSoul posted...
Sokajoe posted...
I rolled a barbarian specifically to be a tank for my group of friends when we hit Inferno.

What now, TC?

Interesting enough, I rolled Monk for the same reason.
-- As a Primary, Crippling Wave augmented by the Concussion rune and Resolve passive allow me to put out a 45% damage, 30% movespeed, and 20% attack speed debuff in a small point blank AoE around me.

-- As a Secondary, Lashing Tail Kick (Scorpion Sting) offers you a potent point blank AoE with a decently high chance to stun the enemies near you.

-- Monks are capable of extremely high dodge rates, as most of you probably know right now. Simply dual wielding one handed weapons while running The Guardian's Path has me at 33% (Level 34 Monk). It pushes higher whenever I activate Mantra of Evasion, though I've favored Healing recently. At higher levels of play, I expect to further augment my evasion rates with Dashing Strike (Blinding Speed) and Cyclone Strike (Wall of Wind).

-- In fact, let's talk about Cyclone Strike for a minute. Sadly, the AoE range isn't as large as I would like it to be, but in one move we have an AoE pull that clusters enemies near you - good for Crippling Wave, Lashing Tail, and party area attacks. It also damages them, which means it triggers the -25% damage reduction from Resolve. And this is before you get the dodge-boosting rune at level 41. Definitely an effective tool for keeping dangerous threats away from your allies.

-- Serenity as a defensive skill can be augmented with Tranqulity to provide your entire party a CC escape and temporary invulnerability, often enough time for you to intercede by using a Dashing Strike to reach the trouble spot and dealing with the problem.

-- Mantra of Evasion is beautiful at lower levels, but the real joy comes at Level 53 when Mantra of Healing can pick up (Time of Need) to grant an additional 20% resistance to all damage types.

-- As I've stated, I consider Resolve and The Guardian's Path essential to the build. For a third passive, I'm liking Seize the Initiative early on in Normal before resistance becomes stackable, and One with Everything to augment all of your resists at once, later on.

-- Combine One With Everything with Mantra of Healing (Time of Need) and the significant evasion you're picking up elsewhere, the invulnerability shield of Serenity for emergencies and party support, an dash attack tailor made for putting you wherever the party is having the most trouble, and strong gathering + point blank debuff/disable capabilities, and I'd say the Monk has the making of a solid class to consistently put itself in harm's way to protect the Wizards, Demon Hunters, and Witch Doctors out there :)



Repost from the thread earlier about if you'd still have rolled a barbarian if you'd known they needed to be built so defensive.

Sums up most of my thoughts on monk tanking.
#8EndgamePosted 5/20/2012 11:20:51 AM
http://us.battle.net/d3/en/calculator/monk#aUXfTQ!YTb!aaacb
holy ****!
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#9Ace_DragoonPosted 5/20/2012 6:33:42 PM
Yep thats close to how I run my monk. The mantra that reflects damage is good. Also, stack some leech and you're really good to go.