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View Full Version : Will tanking always be this frustrating?


Mortac
06-30-2010, 11:06 PM
<p>I grouped a lot while leveling up and had a blast. Then I soloed basically the whole way from 60 to 80 and now I picked up grouping again. We went to Mistmoore Castle, and man, it was so annoying I'm not even sure I want to tank anymore.</p><p>I would spend most of my time stunned, silenced and/or rooted. For example, while trying to pull two groups of mobs I would often find myself rooted before I could even reach the second group 3 seconds away. I would often be silenced for about 8 seconds even before I could get one instant cast skill off. People in my group would gain aggro and die because I'd spend 12 seconds chain stunned/silenced and I couldn't do a thing. It's like I wasn't playing the game anymore, but rather spent half of my time staring at the screen while I might as well have had my hands off the keyboard.</p><p>Is this what to expect from tanking in higher levels? Of course I'm in for a challenge, and roots/stuns/silences are part of the game, but in no way do I find it entertaining when I spend literally half or more of the battles only autoattacking (and not even that while stunned). It's just too much.</p>

Senrow
06-30-2010, 11:08 PM
<p>guardians ftw!</p>

Edith
07-01-2010, 12:03 AM
<p>Tell your healer to cure you.</p>

Bruener
07-01-2010, 12:32 AM
<p>Mistmoore castle blows because of the stuns....incurable.</p>

Rahatmattata
07-01-2010, 02:03 AM
<p>No, it's not normally that bad. Castle Mistmoore sucks, and your healer might not have been curing much/enough.</p>

steelbadger
07-01-2010, 06:55 AM
<p>I liked CMM, back in the day, when pulling multiple groups was a no-no.  The stuns were fine when it was hard but are just an annoying nuisance on easy mobs.</p>

Eritius
07-06-2010, 10:29 PM
<p><cite>Edith@Lucan DLere wrote:</cite></p><blockquote><p>Tell your healer to cure you.</p></blockquote><p>Pretty much this. In MM Castle you need more cures then heals. At least SK's do =P</p>

Boli32
07-07-2010, 05:57 AM
<p>Welcome to tanking <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>TSO was the worst for it but TSF isn't too bad considering but I assure you it doesn;t change with gear/AA/level/content... grab a big dragon and tank that and you'll spend more time flying in the air than actually engaged  with the mob. Not to mention the positioing nightmare they can become.</p><p>Every archetype can be frustrating... just talk to the DPS about jousting <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> You just haver to get used to it. Its SoEs way of limiting the Tank DPS imho <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

electron
07-13-2010, 10:52 AM
<p>I've recently run CMM mentored down from 90 as a zerker so yea, room pulls, you know the drill <img src="/eq2/images/smilies/47941865eb7bbc2a777305b46cc059a2.gif" border="0" />. I too spent much of the time stunned or stifled, moreso than any other TSO zone (CMM was before the TSO CC-reactive heavy expansion anyway IIRC). I mentioned it to my guildies and was told the uncurable arcane was recently implemented to suppress high-speed farming of masters and fabled for that tier. And it is uncurable so the healers can do nothing for ya but watch.</p>

Raahl
07-15-2010, 09:51 AM
<p><cite>Bruener wrote:</cite></p><blockquote><p>Mistmoore castle blows because of the stuns....incurable.</p></blockquote><p>Yup.</p>

MurFalad
07-20-2010, 07:41 AM
<p><cite>Mortac wrote:</cite></p><blockquote><p>I grouped a lot while leveling up and had a blast. Then I soloed basically the whole way from 60 to 80 and now I picked up grouping again. We went to Mistmoore Castle, and man, it was so annoying I'm not even sure I want to tank anymore.</p><p>I would spend most of my time stunned, silenced and/or rooted. For example, while trying to pull two groups of mobs I would often find myself rooted before I could even reach the second group 3 seconds away. I would often be silenced for about 8 seconds even before I could get one instant cast skill off. People in my group would gain aggro and die because I'd spend 12 seconds chain stunned/silenced and I couldn't do a thing. It's like I wasn't playing the game anymore, but rather spent half of my time staring at the screen while I might as well have had my hands off the keyboard.</p><p>Is this what to expect from tanking in higher levels? Of course I'm in for a challenge, and roots/stuns/silences are part of the game, but in no way do I find it entertaining when I spend literally half or more of the battles only autoattacking (and not even that while stunned). It's just too much.</p></blockquote><p>Two things there, firstly, personally I think if you are dying and the group is wiping then I don't think you should be pulling more then one group of mobs.</p><p>Some tanks can, people in great gear can, but its the groups choice to decide what you they can handle, if a mob has a dangerous ability that can screw you up (fear, root, stifle, stun, or just plain huge dps) then go they should have go careful.</p><p>Second thing though, I agree that its not fun to be stunned/stifled all the time as during this time we cannot play our class, I think it should happen in the game though as mobs should be dangerous.  But I'd prefer to see a few of the CC effects from mobs turned into other dangerous effects that cause us to react to them or get into serious trouble.</p><p>Things like having a group of say 4 swordsmen have a melee ranged aura that stacks reducing your avoidance by 5% per a mob would make mobs dangerous and promote play to try and counter them.  Or abilities they cast on a reasonably long timer (give them a script to try and move out of melee range before unleashing them) that charm, do serious damage or debuff you hard, in that case a player can react and try to counter it, or if they choose to just ignore it and DPS through probably have a very hard time.</p><p>Stuns, fears, stifles and charms all definitely should be in the game, but too often I think they are used to spice up a mob when all they do is prolong a trivial encounter (case in point are overland normal mobs in SF, they lack anything to hurt me, but the stun just adds 3 seconds onto the encounter, I'd rather be feared off, or worry about them shouting to attract nearby mobs, or them just snaring (~3s) and legging it to spice things up.</p>