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Unread 02-24-2006, 03:48 PM   #1
Aonach

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Anyone else having trouble holding agro since the KoS patch?
 
I used to be main raid tank in the guild and could tank just about anything without losing agro. I can't get anything to stick to me now when I hunt in tenebrous. Can't see how I'm going to be able to tank raid level mobs now?
 
Even switching to offensive and losing the shield couldn't make the mobs stick to me. All buffs and taunts are at ad3 or master by the way.
 
Please tell me they haven't stealth nerfed and openly nerfed us so much that we can't even be a succesful MT anymore?
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Unread 02-24-2006, 11:18 PM   #2
lstead

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Let's see, in ROV. Getting in that first hit, dual wielding, full aggressive stance, spamming every taunt and losing it to... well everyone really... earth pets, assassins, clerics...I know my gear and such isn't the greatest, but it wasn't happening before and I was taunting a lot less. Something doesn't seem right to me.
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Unread 02-24-2006, 11:36 PM   #3
infernus006

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It's because of the change to procs they made to nerf Ranger DPS.  It's effecting our ability to hold aggro now just as I predicted it would.  More than that it's effected our soloing abilites as well.  We are at least slightly less capable than we were before this patch, I know that much for sure.  Moorgard said that they would "keep in eye on us" or whatever and make any changes that are needed to compensate for inadequacies in tanks' aggro holding abilities that resulted from this proc nerf.  We shall see I guess...
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Unread 02-26-2006, 04:12 AM   #4
uux

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I haven't had much of a problem holding aggro.  Mostly been fighting in the Sanctum of the Scaleborn.  Today, our taunts got a little boost as well.
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Unread 02-26-2006, 10:31 AM   #5
atjtennis

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what do youmean our taunts got a little boost?? I didn't see anything in the patch notes saying that??  ANd like infernous said I too am having to work harder to keep aggro and spending a whole lot more power per fight cause I use to be able to do a few tautns and then hold aggro now I gotta taunt from beginning to end of fight or I lose the aggro and the fact that I can only hit 4 mobs with open wounds now well that also changes thign s a ton cannot pull mutliple groups an d blow thorugh them like one use to be able to do.
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Unread 02-26-2006, 10:33 AM   #6
lstead

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- All taunts and detaunts are slightly more effective than they were before.I'm glad they think it's "slight" because it's like night and day to me!I'm one happy ratty zerker girl again!
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Unread 02-26-2006, 12:43 PM   #7
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Taunts seem to be doing just fine.

The biggest difference i notice, is i'm really having a hard time hitting mobs.  on yellow mobs no problem what so ever, but level 67+ man, its parry parry, riposte, parry, miss, HIT, miss miss miss parry parry parry riposte parry miss.

the taunts are one of the few things landing now.

 

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Unread 02-26-2006, 08:54 PM   #8
FlameingInfer

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what really SUX is that ALL TAUNTS work a little better, not just zerker taunts,  Damage is our main ability to hold aggro on mobs, our taunts are not as good as Guardians,  Now they can taunt even better than us cuz ALL taunts have been raised up.  Nothing agenst Guards, but i would like a shot at the MT spot.  Looks like we are gettin pushed to the back burner again LoL
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Unread 02-27-2006, 07:01 PM   #9
Aonach

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They may have made the taunts better but it's still harder to keep agro in groups when tanking. I'm almost empty of power all the time now. First time since i started the game that groups have had to wait on me regenning power while grinding for XP.

On the same respect I did manage to keep agro as MT against Vox last nite until an over zelous wizzie dragged her off me for the fraction of a second it took her to kill him SMILEY

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Unread 02-27-2006, 08:51 PM   #10
Ep

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i'm always with a coercer so i wouldn't be able to tell, but with aggro buff, never had problems, if that helps(played this sunday).
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Unread 02-27-2006, 09:00 PM   #11
infernus006

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"what really SUX is that ALL TAUNTS work a little better, not just zerker taunts,  Damage is our main ability to hold aggro on mobs, our taunts are not as good as Guardians,  Now they can taunt even better than us cuz ALL taunts have been raised up"Ok now that is just silly.  The proc nerf in LU20 effected all fighter classes as well as scouts, not just us.  So Guards got nerfed by it too, not just us.  They needed that taunt increase just as much as we did.  Give them a break now and quit being so selfish.  I know lots of people that still like having a Zerker as their MT.  Pretty much everyone I group with LOL.BTW thank you SOE for the taunt increase, I have seen a slight improvement in my ability to hold aggro since the proc nerf in LU20, so at least it's back to about where it was before then.  Thank you for keeping your word, Moorgard.
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Unread 02-27-2006, 09:36 PM   #12
Mjollnyr

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Since the increased values of Taunt and detaunt spells. I'm having almost no problems holding agro on the primary target.Nothing makes me happier then having the mob switch to a dps class (through ae damage) and i taunt it twice and it turns right back at me.  This makes me think that agro might be almost fixed.Add a single agro management class (Troub, dirge, coercer) to a group, and its next to impossible to lose agro.Very happy with the new changes. I feel like i'm doing my job again!
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Unread 02-27-2006, 10:55 PM   #13
Kaitar

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Haven't had any troubles yet on any of my 'tank' characters (SK and Zerker)
 
but then I'm in a static non-raid sort of party, so ...eh...I dunno, that might make some difference, the fact that if they see I'm having a hard time holding agro against a particular mob type or a group, or burning too much power taunting they can adjust their techniques a bit to help out. But honestly I didn't notice a difference *shrug*
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