View Full Version : Only 2 Taunts
NecroNoc
05-24-2006, 02:53 AM
<DIV>Im a 35 Sk and im having increasing difficulties with keeping aggro, Both taunts, and rescue are at M1 spell level. Are there any other ways to increase my hate? I.E. Burn thru CA's and Spells doing the most damage in a short amount of time? Things of that nature. Any advice would be greatly appreciated. </DIV><p>Message Edited by NecroNocta on <span class=date_text>05-23-2006</span> <span class=time_text>02:55 PM</span>
Huevos
05-24-2006, 03:18 AM
<div></div>I'm not entirely sure of the technical finess behind my method, but here's the sure-fire way of keeping aggro I use when there are twinked dirges/warlocks in the group continually owning my aggro. Pull with any nuke - at my level it's the wrath line, probably more likely to be the Anger line for you. Doesn't generate much hate at all, but it's got the range. Initiate HO - then use the CA that has the WIS debuff - finish off with the encounter taunt/disease mit debuff Bide your time until the HO refreshes, usually a nice shield bash or kick will go good here. Initiate HO - Coil line - finish with single target taunt/dot My reasoning behind this initial configuration - the first HO is your debuffing HO, the second is your damage over time HO. No matter what anyone says, the single two best damage and aggro skills you have are the single target DoTs - one has a threat component, one is the Coil line. Add in the added few hundred damage from the HOs themselves and you have a nice chunk of initial aggro. From this point, there is a really important part of the aggro process that my dumb Ogre [Removed for Content] never knew for the first 30 levels - use your single target taunt/dot, and use it EVERY 9 seconds. Without fail. The power cost is minimal, and it does beautiful damage and threat. This is usually my first skill upgraded to adept/master, because it really is a beauty of a spell for its power cost. I thought I'd add that, because if someone told me at level 20 all those things I just told you, I would have been a much better tank 20-30. I never had much of a problem keeping aggro, but for some reason I neglected the single target taunt/dot line. EDIT: Want to add two overlooked aggro producers. Lifetaps and your pet. Most people wouldn't generally waste power on these in a group environment due to the nature of having a healer in your group. I have a Master I pet (level 40 one) and Adept I lifetaps - these puppies REALLY produce the hate, especially when the pet dies, I'm 99% sure his hate gets given to you. <div></div><p>Message Edited by Huevos on <span class=date_text>05-23-2006</span> <span class=time_text>04:21 PM</span>
jhessal69
05-24-2006, 04:37 AM
Dont SK's also have a line of self buffs that increase threat towards a mob when they are hit? Id suggest upgradeing that as well.
Lord Montague
05-24-2006, 05:08 AM
<BR> <BLOCKQUOTE> <HR> jhessal69 wrote:<BR> Dont SK's also have a line of self buffs that increase threat towards a mob when they are hit? Id suggest upgradeing that as well.<BR> <HR> </BLOCKQUOTE> <P><BR>Correct...the Caress line. Interestingly, if you use your group AE taunt then Caress becomes more effective, as will all your other attack equating into more hate. Also, different classes can work with you to help you keep hate better...how much others know about our hate generation tools and their shortcomings can go along way in keeping everyone alive. And do not forget your shield attack...as this is an additional single-target threat-increaser.</P><p>Message Edited by Lord Montague on <span class=date_text>05-23-2006</span> <span class=time_text>08:08 PM</span>
Jebaris
05-24-2006, 05:12 AM
Isnt there a taunt that comes from completing the Splitpaw saga?
Ardnahoy
05-24-2006, 05:13 AM
<P>The only surefire way to keep agro is to make sure you get in at least the first HO before anyone starts attacking. This used to be easier when we were allowed to cast on the run, but that's no longer the case.</P> <P>MT'ing on my SK is so painful, I will usually let any other fighter in the group do the tanking. Our sucky taunts are par for the course considering how well we solo.</P>
Soefje
05-24-2006, 09:18 AM
I usually don't post here, but I thought I would share what I do. I cast the coil line as a pull. It has the same range as other nukes and a DOT. When the MOB is close I taunt with the group encounter/disease debuff taunt and tell the DPS to get going. I then start an HO with the Wis debuff melee attack and finish with the single taunt. I then use kick and/or shield bash(it has hate over time)to stun the MOB I will then cast the lifetap (Unholy Blessing which is Master II). I then hit every disease based attach I have left, while the wisdom debuff and disease debuffs are up. At that time, the HO is up and I start again. I hit the group taunt everytime it comes up, even if not completing an HO. If the DPS interrupts the HO, I let them do their part before I complete. Don't know if this is necessary, but seems to me completing with a taunt is better than completing with a nuke. Never seen anything about this one way or the other. This sequence seems to work for me. Even when I am soloing.I usually trio with an assassin who is 3-5 lvls behind me and a wizard, who is usually 3-5 lvls above me. I only seem to lose aggro if they don't wait until I taunted the first time or if they are targetting something in the group other than what I am.I try to keep all of my taunts at Adept III or higher, and have many of my CA's and spells at Adept III or higher (I have a higher level alchemist as an alt). I am in a full set of Ebon armor (I am also and armorer). Currently, I am using Ghoulbane and a crafted kite shield. Or I will use the Goreblade two-handed sword.The splitpaw taunt is on the same timer as the single taunt. I don't use it much, b/c I like the damage the single taunt does and have not seen much of an effect from the 2nd proc the splitpaw taunt can give. I wish they would make them so they are not on the same timer.<p>Message Edited by Soefje on <span class=date_text>05-24-2006</span> <span class=time_text>12:24 AM</span>
Axlin
05-24-2006, 10:50 AM
<div></div>Here is what we have that helps contribute to holding aggro:Caress line: one of your buffs deals disease damage to the target and increases your threat toward that target by a small amount. This does add up and helps contribute to holding aggro. If you plan on being a tank primarily, I would suggest keeping this line upgraded.Single-target Taunt: this taunt has an initial taunt and taunts over time, as well as dealing disease damage over time.Encounter taunt: This taunt will taunt an entire encounter and decrease their mitigation vs disease damageShield bash: This is techically a taunt. It stuns the target, deals a small amount of damage, and taunts for almost as much as your single-target taunt does initially. Because it is your third taunt, you should NEVER, EVER tank without a shield unless you enjoy fighting your teammates over aggro constantly.Life taps/reactive spell: We have life taps and a reactive spell that damages the target and heals ourselves. Dealing damage increases hate, and so does the healing bit.High DPS: We have extremely good dps for a fighter class. This obviously contributes to holding aggroYou should play around with a combination of these spells, and be sure to use HO's. The only thing that I can honestly recommend is to use all three of your taunts (shield bash, encounter taunt, single-target taunt) right away so that you will hold aggro against initial DPS put forth by your teammates. Forget about beginning the encounter with an HO. That does nothing but slow you down when you could have put forth all three of your taunts and increased your hate by a LOT more. Remember - use your taunts first, and use your HO's to maintain your threat level. Then start using DPS, life taps, HO's. Also, be sure to cast your reactive spell on yourself before pulling. Trust me, it makes a HUGE difference in your survivability, adds a ton of DPS, helps generate hate, and makes the healers' jobs much easier. And, obviously, be sure to keep your three taunt spells upgraded.<div></div><p>Message Edited by Axlin on <span class=date_text>05-23-2006</span> <span class=time_text>11:54 PM</span>
Tyrani
05-24-2006, 09:37 PM
<BR> <BLOCKQUOTE> <HR> Jebaris wrote:<BR> Isnt there a taunt that comes from completing the Splitpaw saga?<BR> <HR> </BLOCKQUOTE><BR>Goading Gesture....it shares the same timer as our single target taunt-over-time / DoT.
Impetus
05-24-2006, 11:16 PM
<div><blockquote><hr>Axlin wrote:<div></div>Also, be sure to cast your reactive spell on yourself before pulling. Trust me, it makes a HUGE difference in your survivability, adds a ton of DPS, helps generate hate, and makes the healers' jobs much easier. And, obviously, be sure to keep your three taunt spells upgraded.<hr></blockquote>This is what I do if I'm worried about losing aggro. (My SK is level 40, so very near to the OP.) It's a fairly long casting time, so I don't like casting it in combat if I don't have to. But I really like casting it pre-pull. The healers can do their debuffs at the beginning if they want, instead of healing me. It's a nice fast jolt of damage+healing, which equals hate.I usually pull with coil, then cast the encounter taunt first, since it's instant aggro (not over time). Then the single taunt, then shield bash. Then go with AEs if it's a group, or start a HO if it's a single, and finish with single taunt again.</div>
Beldin_
05-25-2006, 07:03 AM
<BR> <BLOCKQUOTE> <HR> Impetus wrote:<BR> <DIV><BR>I usually pull with coil, then cast the encounter taunt first, since it's instant aggro (not over time). Then the single taunt, then shield bash. Then go with AEs if it's a group, or start a HO if it's a single, and finish with single taunt again. <HR> </DIV></BLOCKQUOTE>Yeah ... thats what i do also .. first precast blessing .. pull with coil or wrath.. HO starter .. AoE-Taunt ... some quick style to finish HO with single taunt .. shield bash ... and then AoE Attacks if possible and you have a group encounter.<BR>
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