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<blockquote data-quote="ECMO3" data-source="post: 8449603" data-attributes="member: 7030563"><p>I don't find a difference here. Compelled duel gives disadvantage against everyone except you (if they fail a save), blur gives a disadvantage against you (unless they have truesight). Both require concentration.</p><p></p><p>It depends on exactly who you want them to attack and what the situation is. If you don't want them attacking you (or more importantly making OAs on you) then it is useless to cast compelled duel.</p><p></p><p></p><p></p><p>Movement provides penalties to targeting too, through OAs and action cost. It may sound great: I will avoid attacking the guy weaving in and out of your formation but that comes at a non-zero cost.</p><p></p><p>The whole idea of a tank is to make it easy to "target" and difficult to "down". Whether they accomplish that through AC, damage reduction or hps is not really relevant. Certainly enemies would like to target someone and you make the tank easier to target.</p><p></p><p>As you said this is a team game and the rest of your party should be working on that too. Guy dashes past the high AC tank to get to the wizard, well he just wasted an action to dash and the wizard can hit him with a cantrip and misty step to make him waste another if he tries it again next turn. Meanwhile he got attacked (or a spell cast at him) when he caused an AO and left the "tank" without disengaging.</p><p></p><p></p><p></p><p>I rarely take any of the styles mentioned here. The most common styles I personally take are Druidic Warrior when playing a ranger and Superior Technique when playing something else.</p><p></p><p>Also IME twilight sanctuary has been far less sucessfull in play than it seems on paper and far less workable in most fights than it sounds. I have had twilight clerics in 3 games and only one time has it been a game-changer. That is when we were fighting a host of enemies including 4 harpies, Slaads and a water elemental. What made it great was ending the charms, not the hps. In the same group we actually had our 6th level wizard outright die in an earlier fight while TS was up (he was outside the 30 feet and was attacked by a hidden enemy), That is the only time someone in that particular group died. In the other two groups the cleric who used it outright died while it was up, again the only deaths we have had in those groups. The positioning and losing it because of incapacitation are always problematic and make it somewhat conditional. It is high cost too, as it uses your action and your channel divinity which is equivalent to half your PB in spell slots.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8449603, member: 7030563"] I don't find a difference here. Compelled duel gives disadvantage against everyone except you (if they fail a save), blur gives a disadvantage against you (unless they have truesight). Both require concentration. It depends on exactly who you want them to attack and what the situation is. If you don't want them attacking you (or more importantly making OAs on you) then it is useless to cast compelled duel. Movement provides penalties to targeting too, through OAs and action cost. It may sound great: I will avoid attacking the guy weaving in and out of your formation but that comes at a non-zero cost. The whole idea of a tank is to make it easy to "target" and difficult to "down". Whether they accomplish that through AC, damage reduction or hps is not really relevant. Certainly enemies would like to target someone and you make the tank easier to target. As you said this is a team game and the rest of your party should be working on that too. Guy dashes past the high AC tank to get to the wizard, well he just wasted an action to dash and the wizard can hit him with a cantrip and misty step to make him waste another if he tries it again next turn. Meanwhile he got attacked (or a spell cast at him) when he caused an AO and left the "tank" without disengaging. I rarely take any of the styles mentioned here. The most common styles I personally take are Druidic Warrior when playing a ranger and Superior Technique when playing something else. Also IME twilight sanctuary has been far less sucessfull in play than it seems on paper and far less workable in most fights than it sounds. I have had twilight clerics in 3 games and only one time has it been a game-changer. That is when we were fighting a host of enemies including 4 harpies, Slaads and a water elemental. What made it great was ending the charms, not the hps. In the same group we actually had our 6th level wizard outright die in an earlier fight while TS was up (he was outside the 30 feet and was attacked by a hidden enemy), That is the only time someone in that particular group died. In the other two groups the cleric who used it outright died while it was up, again the only deaths we have had in those groups. The positioning and losing it because of incapacitation are always problematic and make it somewhat conditional. It is high cost too, as it uses your action and your channel divinity which is equivalent to half your PB in spell slots. [/QUOTE]
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