kirnmalidus wrote: »- Even when tanks use the taunts available mobs ignore them
Tanks aren't designed to hold aggro against every single enemy in a large mob. Instead, the tank should be using crowd control to keep enemies in check. If you are a dps or healer running in a PuG, you should also probably have some CC because you don't know what build the tank is using beforehand, and you don't want to be stuck in a group without any CC at all.
Tanks play the role of "controller" during trash pulls, physically stopping enemies from hitting teammates as opposed to generating aggro. AoE roots/stuns/knockdowns (anything that prevents melee attackers from moving) and damage debuffs are key. Talons, Encase, Bombard, and Volcanic Rune are all solid choices. Other classes have some less reliable abilities for trash pulls, like the Templar's Blinding Light.
If they want, a tank can actually swap to a DPS spec during trash pulls without much harm done. They shouldn't be a glass cannon, but they generally don't require a sword+board for trash pulls; and most of the time you don't need a true taunt, either. The two tanks I regularly run with (I'm a healer) don't keep a taunt on their bar except for boss fights, though they do generally keep their shield equipped at all times (for the bash damage.)
You can also drop AoE ultimates during trash pulls to make these fights fairly trivial. Often, it's more important to ult on trash pulls than it is during boss fights. If one player drops an ultimate per trash pull, sometimes your group can be dropping an ultimate on nearly every large trash pull in a dungeon.
-Travail.
Elmojito1000eb17_ESO wrote: »Tanks have very high health and just enough magicka and stamina to block and stay alive. Trash pulls should be all DDs secondary, they are the ones with high magicka or stamina.
My opinion though.
Elmojito1000eb17_ESO wrote: »Tanks aren't designed to hold aggro against every single enemy in a large mob. Instead, the tank should be using crowd control to keep enemies in check. If you are a dps or healer running in a PuG, you should also probably have some CC because you don't know what build the tank is using beforehand, and you don't want to be stuck in a group without any CC at all.
Tanks play the role of "controller" during trash pulls, physically stopping enemies from hitting teammates as opposed to generating aggro. AoE roots/stuns/knockdowns (anything that prevents melee attackers from moving) and damage debuffs are key. Talons, Encase, Bombard, and Volcanic Rune are all solid choices. Other classes have some less reliable abilities for trash pulls, like the Templar's Blinding Light.
If they want, a tank can actually swap to a DPS spec during trash pulls without much harm done. They shouldn't be a glass cannon, but they generally don't require a sword+board for trash pulls; and most of the time you don't need a true taunt, either. The two tanks I regularly run with (I'm a healer) don't keep a taunt on their bar except for boss fights, though they do generally keep their shield equipped at all times (for the bash damage.)
You can also drop AoE ultimates during trash pulls to make these fights fairly trivial. Often, it's more important to ult on trash pulls than it is during boss fights. If one player drops an ultimate per trash pull, sometimes your group can be dropping an ultimate on nearly every large trash pull in a dungeon.
-Travail.
I disagree, mobs should not be a Tank's role at all, it uses way too much magicka and the Tank really needs it for supporting himself.
Tanks have very high health and just enough magicka and stamina to block and stay alive. Trash pulls should be all DDs secondary, they are the ones with high magicka or stamina.
My opinion though.
Elmojito1000eb17_ESO wrote: »Tanks aren't designed to hold aggro against every single enemy in a large mob. Instead, the tank should be using crowd control to keep enemies in check. If you are a dps or healer running in a PuG, you should also probably have some CC because you don't know what build the tank is using beforehand, and you don't want to be stuck in a group without any CC at all.
Tanks play the role of "controller" during trash pulls, physically stopping enemies from hitting teammates as opposed to generating aggro. AoE roots/stuns/knockdowns (anything that prevents melee attackers from moving) and damage debuffs are key. Talons, Encase, Bombard, and Volcanic Rune are all solid choices. Other classes have some less reliable abilities for trash pulls, like the Templar's Blinding Light.
If they want, a tank can actually swap to a DPS spec during trash pulls without much harm done. They shouldn't be a glass cannon, but they generally don't require a sword+board for trash pulls; and most of the time you don't need a true taunt, either. The two tanks I regularly run with (I'm a healer) don't keep a taunt on their bar except for boss fights, though they do generally keep their shield equipped at all times (for the bash damage.)
You can also drop AoE ultimates during trash pulls to make these fights fairly trivial. Often, it's more important to ult on trash pulls than it is during boss fights. If one player drops an ultimate per trash pull, sometimes your group can be dropping an ultimate on nearly every large trash pull in a dungeon.
-Travail.
I disagree, mobs should not be a Tank's role at all, it uses way too much magicka and the Tank really needs it for supporting himself.
Tanks have very high health and just enough magicka and stamina to block and stay alive. Trash pulls should be all DDs secondary, they are the ones with high magicka or stamina.
My opinion though.
Elmojito1000eb17_ESO wrote: »Tanks aren't designed to hold aggro against every single enemy in a large mob. Instead, the tank should be using crowd control to keep enemies in check. If you are a dps or healer running in a PuG, you should also probably have some CC because you don't know what build the tank is using beforehand, and you don't want to be stuck in a group without any CC at all.
Tanks play the role of "controller" during trash pulls, physically stopping enemies from hitting teammates as opposed to generating aggro. AoE roots/stuns/knockdowns (anything that prevents melee attackers from moving) and damage debuffs are key. Talons, Encase, Bombard, and Volcanic Rune are all solid choices. Other classes have some less reliable abilities for trash pulls, like the Templar's Blinding Light.
If they want, a tank can actually swap to a DPS spec during trash pulls without much harm done. They shouldn't be a glass cannon, but they generally don't require a sword+board for trash pulls; and most of the time you don't need a true taunt, either. The two tanks I regularly run with (I'm a healer) don't keep a taunt on their bar except for boss fights, though they do generally keep their shield equipped at all times (for the bash damage.)
You can also drop AoE ultimates during trash pulls to make these fights fairly trivial. Often, it's more important to ult on trash pulls than it is during boss fights. If one player drops an ultimate per trash pull, sometimes your group can be dropping an ultimate on nearly every large trash pull in a dungeon.
-Travail.
I disagree, mobs should not be a Tank's role at all, it uses way too much magicka and the Tank really needs it for supporting himself.
Tanks have very high health and just enough magicka and stamina to block and stay alive. Trash pulls should be all DDs secondary, they are the ones with high magicka or stamina.
My opinion though.
All I can say is, I recommend people put some AoE CC on their tanking bar and give it a try, and I'll let them be the judge. Quite literally, often the only thing I need on my Templar tank bar during trash pulls is Volcanic Rune. I don't even have to block or taunt, just use Volcanic Rune repeatedly on everything. And I'm running 7/7 light armor, so normally I'd be kind of squishy if I didn't keep my armor buff up. That doesn't matter when everything's lying flat on its back, though.
One reason you want your tank to bring the CC instead of your dps is that the tank is already dealing low damage. When the dps stop their damage in order to use a CC, it hurts your group's overall damage output far more than when the tank uses CC. Especially if you want to run a dungeon quickly and efficiently, it's good to let your dps do what they do best, while the healer and tank handle the defensive side of things.
-Travail.
I do think something is off a bit with threat in this game because I have run into occasions with bosses and normal mobs where the taunt just did not work even if I hit it multiple times trying to get them back on me.
Elmojito1000eb17_ESO wrote: »In Banished Cells, our tank could not aggro anything, despite him constantly using Puncture.
We actually tested this, he taunted a boss, she glowed red (showing signed of taunt), ignored him and started casting spells on me (the healer) who was at least 20m away and weapon sheathed and just standing not doing anything.
So I'm trying to figure out how to hold decent agro, and it's just not working out right. On bosses, I hit them with Ransack and it doesn't even do anything. I can empty my magicka and stamina with offensive abilities and it just seems like bosses don't care about abilities; they just randomly attack players. – Anrik
There are two taunt abilities in the game, Inner Fire and Puncture. Puncture, which morphs into Ransack, will definitely taunt a boss or any creature off of a teammate. Repeated uses of the ability, however, don’t taunt the boss any more effectively. Use it once and give the enemy time to re-acquire a target: you. If the enemy was in the middle of an attack, it won’t pull off of your teammate immediately. Also, remember that other actions (such as damage and healing) may cause the enemy to re-acquire those targets even if it is focusing on you already. Using your taunt at those times is important.
Remember that you don’t want all of the enemies on you. Your other teammates will likely have enemies engaging them as well. In a boss situation, if used sparingly and in a timely manner, Ransack will allow you to hold and effectively tank the boss. You can also hold the boss by being the sole damage dealer on it and dealing a lot of damage, but the boss is more likely to re-acquire if you don’t use some kind of taunt.
To people who say there is no aggro in this game, you couldn't be more wrong. Why does it always seem the mob is quick to go after the healer when taunt wears off? Its random? Really then why is it always the healer and not dps?