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View Full Version : Simple fix for all "TANK" types to maintain agro.


Cozumel
11-03-2005, 10:38 PM
Most tanks are now having problems holding agro on mobs... I think most would agree. And, most of us complain that we have  to mix DPS with Taunts (if not non-stop taunting) to keep our group-mates alive, and to keep the mob on the MT. Simple solution: Each and every attack has a "duplicate" form of attack (for example lets say you had "Slash" (some random name), there would also be "Slash-T") The "-T" version is the "+Taunt" version.  This way, if I'm the off-tank, I flip to the hot-bar (has the exact same spells but w/out the -T), and I attack without adding a taunt to each attack. When I'm the MT, I flip down to the other hotbar (same spells) with the -T and all attacks have a +Taunt to them. Now-- the "-T" spell and the non-T versions are mutuallty exclusive on attacks.. This if I press "Slash-T", and it takes 10 seconds to refresh, the "Slash" version is ALSO grey'd out for 10 seconds... Just an idea alternate idea to the "hold the line" -- which doesn't seem to work for squat.  -- Coz <div></div>

Bladewind
11-03-2005, 11:04 PM
<P>Monks already have this.  I am pretty sure all other fighters have some form of hate proc as well, be it defensive (ie, hate procs when character is struck - such as the guardian proc) or offensive (hate procs when character hits something - like monks).  This proc is turned on or off as a toggle, so an offtank cans still use all abilities as normal without worrying about stealing aggro.</P> <P>The only time holding aggro gets tricky is when more than one encounter is pulled, and that situation is the group's fault.</P> <p>Message Edited by Bladewind on <span class=date_text>11-03-2005</span> <span class=time_text>10:04 AM</span>

Landiin
11-03-2005, 11:20 PM
The trouble with taunt are they are resisted so easy. When I have mine up and have 4+ mobs on me.. My screen feels up with 100's or resists words floating over the encounter. And from what I can tell and others say it aslo that the HTL line of taunts will not proc if warded so there is another issue.

Naggyba
11-03-2005, 11:28 PM
I personally think guardians should get unresistable taunts. This would make up for all the kick [expletive haxx0red by Raijinn] abilities brawlers and zerkers get. Zerkers so out do guardians in just about every way. They tank like a madman AND out DPS rogues and sometimes predators (when using rampage every 3 minutes).So, guardians getting unresistable taunts would give them something special of their own and would make up for what the other tank classes have over them.Either that or do away with this crap of resistable taunts. It does nothing but cause more and more unnecessary deaths. People should die because they overdid it with damage and got agro or bit off more than they could choose or haven't learned how to kill something. They shouldn't die because the mobs go on a killing spree because the tank got resisted on his taunts. It makes tanks pretty much useless since they can't do the job they are there to do. Might as well just keep the mob perma rooted.<p>Message Edited by Naggybait on <span class=date_text>11-03-2005</span> <span class=time_text>01:31 PM</span>

Bladewind
11-04-2005, 02:00 AM
<P>I was unaware that the guard taunt proc did not work if the guard was warded; that stinks :/  I thought it was better than the monk one (for multi mobs anyway) since you can stay on one mob and still generate hate on any mob attacking you, where i have to rotate around the mobs to keep aggro.  Teaching up and coming players about using a MA rather than targeting through the tank gets old quickly <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></P> <P> </P> <P>I'd love to see taunt resists removed, as overzealous players don't really pay attention to if a taunt sticks, rather just start swinging after the tank has a few seconds to get a taunt off.  I'm finding most players are not even aware that mobs can resist taunts now.</P>

Jai1
11-04-2005, 11:53 AM
Guards need to reclaim their throne as the MT. My guild has an SK and a Bez acting as MTs for encounters. I really think my tank pet tanks better than a guard of the same level but maybe Im duoing with undergeared guards.  Guardians has one job and that is to hold agro and mit dam as a MT for raids. We dont need many of them but they need to be effective at this job.