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View Full Version : Guards taunts and aggro


EasternKing
10-22-2005, 06:37 AM
<DIV>Tonight i did all 3 of the drakota raids for the shards to rez vox </DIV> <DIV>i had major issues holding down aggro wwith groups of monsters in the instances </DIV> <DIV>example group of 5 ^^^epicx4 lvl52 skellies in cove of decay drakota instance id told all the nukers to hold back from aoe damage until i spammed a macro telling them to cut lose</DIV> <DIV>now my group taunt is master2 670-803 now id try getting it off twice before they got there all clear, as soon as they cast that was it aggro was gone and impossible to get back until they had killed the caster or dps who had taken the aggro</DIV> <DIV>now i know your gonner say about people managing their aggro,  knew all of them on my raid and all of them i trust not to behave like noobs who over nuke straight from the word go</DIV> <DIV>so this happened with everyone of the mobs that we pulled upto the drakota </DIV> <DIV>with the drakota i had no problems at all in holding aggro</DIV> <DIV>we moved on to the next raid in MM in EF same probs as were clearing the chaff mobs in the rooms, so i decided id swop out one of me 3 healers and replace him with my friend who plays a dirge, he slaps his hate/ str gain buff on me and not once after did i have any problems with aggro control. </DIV> <DIV>Now all the people uptil this point are asking me,  am i taunting,  am i using my other aggro skills, or commenting on how badly guards now suck at crowd control. </DIV> <DIV>then soon as i have a dirge buffing me i can actually perform as a tank again and control multiple target aggro in a raid enviroment,  and thats kinda dissapointing that i needed another class buffing me for me  to able to perform a primary role of my class.</DIV> <DIV>we really need an extra group taunt now that they have enabled all the other various class's to do uber aoe damage, and yes i know we have an aoe taunt but you try casting it when your getting perma stunned stifled,  and at ad3 it does about max 550 hate.</DIV> <DIV>so id like to see another group taunt or an increase to the total hate generated by exsisting taunts, And not be reliant upon a dirge buffing us so we can do our job properly.</DIV>

knightinplaid
10-22-2005, 06:45 AM
You make mention of using your encounter taunts but no reference to keeping up your Maddening Defense or other HTL root-based taunts which are key to being able to hold agro once you get it since the revamp. As long as people are giving you long enough to get into camp and a second to root yourself before they start unloading you should have little problem holding mobs once the hits start coming in, provided they are assisting properly.

EasternKing
10-22-2005, 01:58 PM
<DIV>Aye i forgot to mention i "tried" rooting myself as soon as i had pulled the aggro, what a joke soon as i did aggro is dissapearing everywhere and im stuck in one place trying to move and as for it making you have no problems holding aggro that is a joke. all it does is make you be in no position to "protect" your party / or raid.</DIV> <DIV> once you lose aggro you need to move to peel it back from whom ever its on.</DIV> <DIV>yes in group scenario's its a fantastic thing, in a raid its a death sentence, especially the way group mobs are prone to break aggro.</DIV>

TunaBoo
10-22-2005, 02:08 PM
Our aggro is way too low, esp with our proc not working right on raids, and mobs resisted our taunts. We have a gamebreaking problem, and the devs pretend all is OK in gaurdian land. <div></div>

Dfoley3
10-22-2005, 06:12 PM
IMHO, taunts should never have been made resistable.   With the exception of a unique encounter designed to have a dps fighter tank it, or perhaps a raid mob intended for one specific fighter type.   The fact that taunts are resisted, which nothing we can do to modify the resist rate makes it a down hill battle for tanks.   Wizards can up their int (inc dmg) and then get adept 3 spells and magicly theyll be resisted less.  Tanking raids with resistable taunts is like the combat changes never happened, half the classes in the raid have to go at like 1/3 steam or they will rip agro from a tank whos mashing taunt every 1.5 seconds cause of resist.  On raid mobs with priests spaming heals, they are generating more agro then tank, and in cases like terrorantula heals alone will peel the main tank in about 45 seconds.  It also doesnt help that using def stances makes it almost imposible to hit raid mobs, further reducing all fighters agro potential.  Granted a warded + some other classes can minutely help counter this, id much rather have defense stance let me hit as often with a minus dps modifier (which under this new system, just decreases the dmg your auto atk does).  It just makes no sense.   A guardian in front of the raid, cant hit the mob for jack less hes got the right buffs on.  Cant taunt for jack cause theres no way to decrease the resist rate of his taunt.    So uve got this nice sign post of a main tank, rooted infront of a mob, praying to god a taunt lands or that hes able to hit the mob enough to hold agro.  Id rather see taunt resists removed, with the exception of making certain encounters uniquely designed for specific tanks. <div></div>

Skha
10-22-2005, 06:46 PM
I really wonder if SOE even knows what a huge issue taunts are post revamp......... <div></div>

Hirf
10-23-2005, 06:19 AM
46 Guard, I also find it near impossible to hold agro without my Dirge buddy.  Most times I've also got to put Maneuver on my Bruiser buddy so I don't loose agro when he sneezes.<div></div>

a6eaq
10-23-2005, 08:00 AM
They need to seriously cut down on how often they are resisted if not do away with them being resisted period.  That and we are stunned/stiffled way too much as well, which cuts us down to 1 30 second taunt.  That is just way broken.

aislynn00
10-23-2005, 07:13 PM
<DIV>While we would need one hell of a lot more utility to balance our class compared to the likes of bruisers, I think our aggro problems could be fixed pretty easily.</DIV> <DIV> </DIV> <DIV>Give us a self-only buff which boosts our hate gain across the board by 50%.  So, dealing 100 damage would give us 150 hate; using a taunt for 800 hate would turn into 1200 hate with the buff up; etc.</DIV> <DIV> </DIV> <DIV>Make all guardian taunts entirely irresistible.  That should include the reactive procs of our Hold the Line buffs.</DIV> <DIV> </DIV> <DIV>Return the hate generation component to Commanding Presence, thus giving us a true AE taunt.  In light of the lengthy recast time, I think 2500 hate would be suitable.</DIV> <DIV> </DIV> <DIV>Remove that frigging root from our Hold the Line buffs.</DIV> <DIV> </DIV> <DIV>Aggro problem solved.</DIV> <DIV> </DIV>