"If you are quitting, can I have your stuff??"
Occasionally when I run dungeons I notice that one of the other players are doing something that breaks my taunt on an enemy. I keep a close eye on the debuff icons on the boss so I know when to taunt and sometimes I will see the taunt disappear and start chasing the player that broke it.
Someone else suggested that they are probably using an ice staff since I guess it has the ability to taunt as well, but only a few of them were.
Taunts are also just a bit odd sometimes and that includes the buff trackers especially if you're using an addon which can imperfect. That combined with bosses that do break taunt could make it seem like the player broke it. But yes ice staves do have a taunt. Also, I'm sure you know this but I'm just throwing it out there, it is possible to overtaunt I believe.
Once you have taunt on an enemy, you will lose it only under one of these three scenarios:
- Your taunt expiring on its own because you did not refresh it.
- Someone else applies a taunt with one of these four taunt abilities in the game:
- Puncture
- Inner Fire
- Ice Staff heavy
- Tormentor set
- Enemies that shed taunt; these are very uncommon, and there are only a handful of enemies in the entire game that have this problem.
- Fungal Grotto II: Spawn of Mephala
- Arx Corininum: Sellistrix
- Ruins of Mazzatun: Xal-Nur and Sludge-Slingers (this will be changed in Update 15)
- Halls of Fabrication: Templar Tactical Facsimiles
- Note: These are just the enemies that prematurely shed taunt. This does not include enemies that are outright untauntable (e.g., Drodda and Planar Inhibitor) or the many enemy abilities whose targeting ignores taunt but does not cause a loss of taunt/aggro.
In short, if you are not letting your taunt expire and you're not tanking one of the special enemies, you should never lose taunt unless someone else overrides your taunt with a taunt of their own. Doing lots of damage or anything else that's not a taunt should not steal aggro.
Taunts are also just a bit odd sometimes and that includes the buff trackers especially if you're using an addon which can imperfect. That combined with bosses that do break taunt could make it seem like the player broke it. But yes ice staves do have a taunt. Also, I'm sure you know this but I'm just throwing it out there, it is possible to overtaunt I believe.
This is false. Pets have absolutely zero interference with tank aggro.Commonly pets do take aggro, when taunt is lost/purged. Which many trials groups request no pets. Though if you a good tank may have multiple taunts ready to keep taunt up.
This is false. Pets have absolutely zero interference with tank aggro.Commonly pets do take aggro, when taunt is lost/purged. Which many trials groups request no pets. Though if you a good tank may have multiple taunts ready to keep taunt up.
The reason pets are disallowed on certain boss fights is due to fight mechanics and have nothing to do with taunt. For example, pets receive Star Fall damage on the Warrior, which deprives melee DPS of safe positions. Pets cause Chain Lightning on The Mage. Pets steal Igneous on Assembly General. Pets can stun adds on the Twins preventing the tanks from chaining them in. Etc.
Only pet with an taunt is the clanfear who have no place in group dungeons unless you solo them, and after homestead it only hold agro if sorcerer is the only one doing damage to enemy. Else I assume scamp can take agro if tank don't taunt.This is false. Pets have absolutely zero interference with tank aggro.Commonly pets do take aggro, when taunt is lost/purged. Which many trials groups request no pets. Though if you a good tank may have multiple taunts ready to keep taunt up.
The reason pets are disallowed on certain boss fights is due to fight mechanics and have nothing to do with taunt. For example, pets receive Star Fall damage on the Warrior, which deprives melee DPS of safe positions. Pets cause Chain Lightning on The Mage. Pets steal Igneous on Assembly General. Pets can stun adds on the Twins preventing the tanks from chaining them in. Etc.
I did say when taunt is lost/purge should said expires because numerous times we had it where the boss chased the pets moment taunt expires. Which beginner tanks may not be aware of and accuse pet taking taunt... Though this was worse when you couldn't see the debuff.
I agree on the other reasons as well for not using pets in trials.
Once you have taunt on an enemy, you will lose it only under one of these three scenarios:
- Your taunt expiring on its own because you did not refresh it.
- Someone else applies a taunt with one of these four taunt abilities in the game:
- Puncture
- Inner Fire
- Ice Staff heavy
- Tormentor set
- Enemies that shed taunt; these are very uncommon, and there are only a handful of enemies in the entire game that have this problem.
- Fungal Grotto II: Spawn of Mephala
- Arx Corininum: Sellistrix
- Ruins of Mazzatun: Xal-Nur and Sludge-Slingers (this will be changed in Update 15)
- Halls of Fabrication: Templar Tactical Facsimiles
- Note: These are just the enemies that prematurely shed taunt. This does not include enemies that are outright untauntable (e.g., Drodda and Planar Inhibitor) or the many enemy abilities whose targeting ignores taunt but does not cause a loss of taunt/aggro.
In short, if you are not letting your taunt expire and you're not tanking one of the special enemies, you should never lose taunt unless someone else overrides your taunt with a taunt of their own. Doing lots of damage or anything else that's not a taunt should not steal aggro.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
SirCritical wrote: »The other issue is - while it's offtopic here - when using the Frozen Gate on mobs, who are in melee fight with a pet, won't be teleported to the caster warden. This makes the pulling effort meaningless.
Once you have taunt on an enemy, you will lose it only under one of these three scenarios:
- Your taunt expiring on its own because you did not refresh it.
- Someone else applies a taunt with one of these four taunt abilities in the game:
- Puncture
- Inner Fire
- Ice Staff heavy
- Tormentor set
- Enemies that shed taunt; these are very uncommon, and there are only a handful of enemies in the entire game that have this problem.
- Fungal Grotto II: Spawn of Mephala
- Arx Corininum: Sellistrix
- Ruins of Mazzatun: Xal-Nur and Sludge-Slingers (this will be changed in Update 15)
- Halls of Fabrication: Templar Tactical Facsimiles
- Note: These are just the enemies that prematurely shed taunt. This does not include enemies that are outright untauntable (e.g., Drodda and Planar Inhibitor) or the many enemy abilities whose targeting ignores taunt but does not cause a loss of taunt/aggro.
In short, if you are not letting your taunt expire and you're not tanking one of the special enemies, you should never lose taunt unless someone else overrides your taunt with a taunt of their own. Doing lots of damage or anything else that's not a taunt should not steal aggro.
Sellistrix straight up ignores all efforts of taunting. I can spam Puncture and frost staff heavies all I want, she keeps on changing agro. It's gotten to the point where I've had to tell groups that all I can do is debuff her and buff them, and to be ready to dodge roll out of the AoE.
paulsimonps wrote: »Once you have taunt on an enemy, you will lose it only under one of these three scenarios:
- Your taunt expiring on its own because you did not refresh it.
- Someone else applies a taunt with one of these four taunt abilities in the game:
- Puncture
- Inner Fire
- Ice Staff heavy
- Tormentor set
- Enemies that shed taunt; these are very uncommon, and there are only a handful of enemies in the entire game that have this problem.
- Fungal Grotto II: Spawn of Mephala
- Arx Corininum: Sellistrix
- Ruins of Mazzatun: Xal-Nur and Sludge-Slingers (this will be changed in Update 15)
- Halls of Fabrication: Templar Tactical Facsimiles
- Note: These are just the enemies that prematurely shed taunt. This does not include enemies that are outright untauntable (e.g., Drodda and Planar Inhibitor) or the many enemy abilities whose targeting ignores taunt but does not cause a loss of taunt/aggro.
In short, if you are not letting your taunt expire and you're not tanking one of the special enemies, you should never lose taunt unless someone else overrides your taunt with a taunt of their own. Doing lots of damage or anything else that's not a taunt should not steal aggro.
Sellistrix straight up ignores all efforts of taunting. I can spam Puncture and frost staff heavies all I want, she keeps on changing agro. It's gotten to the point where I've had to tell groups that all I can do is debuff her and buff them, and to be ready to dodge roll out of the AoE.
I would suggest still taunting her. Cause you really want her in the water, and DPS's and Healers have a hard time surviving themselves in the water. So having them on the part of land she can't AoE and you standing in the water making her come back to you everytime makes the fight go SOOOOO much faster. And for those that don't know, she doesn't have the damage shield when she is in the water but when she is in the water the water becomes charged with lightning making it do AoEDoT damage.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
paulsimonps wrote: »Once you have taunt on an enemy, you will lose it only under one of these three scenarios:
- Your taunt expiring on its own because you did not refresh it.
- Someone else applies a taunt with one of these four taunt abilities in the game:
- Puncture
- Inner Fire
- Ice Staff heavy
- Tormentor set
- Enemies that shed taunt; these are very uncommon, and there are only a handful of enemies in the entire game that have this problem.
- Fungal Grotto II: Spawn of Mephala
- Arx Corininum: Sellistrix
- Ruins of Mazzatun: Xal-Nur and Sludge-Slingers (this will be changed in Update 15)
- Halls of Fabrication: Templar Tactical Facsimiles
- Note: These are just the enemies that prematurely shed taunt. This does not include enemies that are outright untauntable (e.g., Drodda and Planar Inhibitor) or the many enemy abilities whose targeting ignores taunt but does not cause a loss of taunt/aggro.
In short, if you are not letting your taunt expire and you're not tanking one of the special enemies, you should never lose taunt unless someone else overrides your taunt with a taunt of their own. Doing lots of damage or anything else that's not a taunt should not steal aggro.
Sellistrix straight up ignores all efforts of taunting. I can spam Puncture and frost staff heavies all I want, she keeps on changing agro. It's gotten to the point where I've had to tell groups that all I can do is debuff her and buff them, and to be ready to dodge roll out of the AoE.
I would suggest still taunting her. Cause you really want her in the water, and DPS's and Healers have a hard time surviving themselves in the water. So having them on the part of land she can't AoE and you standing in the water making her come back to you everytime makes the fight go SOOOOO much faster. And for those that don't know, she doesn't have the damage shield when she is in the water but when she is in the water the water becomes charged with lightning making it do AoEDoT damage.
That's the thing. Taunts don't work at all. I'd be just as well off shouting profanities from where the scroll sits. More often than not, as soon as I lose the initial taunt and the DPSs get hit with the first tick of the AoE, everybody starts skittering about like roaches exposed to the light. Not having the control to keep her in that small space means that the less experienced folks end up dragging her onto the land and making the fight miserable. It's such an easy fight other than that broken mechanic.
Once you have taunt on an enemy, you will lose it only under one of these three scenarios:
- Your taunt expiring on its own because you did not refresh it.
- Someone else applies a taunt with one of these four taunt abilities in the game:
- Puncture
- Inner Fire
- Ice Staff heavy
- Tormentor set
- Enemies that shed taunt; these are very uncommon, and there are only a handful of enemies in the entire game that have this problem.
- Fungal Grotto II: Spawn of Mephala
- Arx Corininum: Sellistrix
- Ruins of Mazzatun: Xal-Nur and Sludge-Slingers (this will be changed in Update 15)
- Halls of Fabrication: Templar Tactical Facsimiles
- Note: These are just the enemies that prematurely shed taunt. This does not include enemies that are outright untauntable (e.g., Drodda and Planar Inhibitor) or the many enemy abilities whose targeting ignores taunt but does not cause a loss of taunt/aggro.
In short, if you are not letting your taunt expire and you're not tanking one of the special enemies, you should never lose taunt unless someone else overrides your taunt with a taunt of their own. Doing lots of damage or anything else that's not a taunt should not steal aggro.
Sellistrix straight up ignores all efforts of taunting. I can spam Puncture and frost staff heavies all I want, she keeps on changing agro. It's gotten to the point where I've had to tell groups that all I can do is debuff her and buff them, and to be ready to dodge roll out of the AoE.
Once you have taunt on an enemy, you will lose it only under one of these three scenarios:
- Your taunt expiring on its own because you did not refresh it.
- Someone else applies a taunt with one of these four taunt abilities in the game:
- Puncture
- Inner Fire
- Ice Staff heavy
- Tormentor set
- Enemies that shed taunt; these are very uncommon, and there are only a handful of enemies in the entire game that have this problem.
- Fungal Grotto II: Spawn of Mephala
- Arx Corininum: Sellistrix
- Ruins of Mazzatun: Xal-Nur and Sludge-Slingers (this will be changed in Update 15)
- Halls of Fabrication: Templar Tactical Facsimiles
- Note: These are just the enemies that prematurely shed taunt. This does not include enemies that are outright untauntable (e.g., Drodda and Planar Inhibitor) or the many enemy abilities whose targeting ignores taunt but does not cause a loss of taunt/aggro.
In short, if you are not letting your taunt expire and you're not tanking one of the special enemies, you should never lose taunt unless someone else overrides your taunt with a taunt of their own. Doing lots of damage or anything else that's not a taunt should not steal aggro.
Sellistrix straight up ignores all efforts of taunting. I can spam Puncture and frost staff heavies all I want, she keeps on changing agro. It's gotten to the point where I've had to tell groups that all I can do is debuff her and buff them, and to be ready to dodge roll out of the AoE.
When she sheds her taunt, it's done in a way where the game applies a phantom taunt to her, which exposes you to the overtaunt mechanic if you try to taunt her back. You can reduce the risk of overtaunt on your end by ensuring that you have 3s or less on your taunt timer before you refresh your taunt.
Although overtaunt (Taunt Immunity) is no longer an issue when one person is taunting, it is an issue when two people apply taunt to the same target. Taunt Immunity is applied after three taunts are applied by two different players, if the first two taunts are shorter than 12s apart. The third taunt will be successful, but Immunity will be applied which prevents the fourth taunt from working.
For example, this is a typical error that happens on Rakkhat in vMoL:
- 1st taunt: OT taunts Hulk when it spawns
- 2nd taunt: OT retaunts Hulk after 8s (after half of the 15s taunt timer expires)
- 3rd taunt: MT takes Hulk away from OT, and the Hulk gains Taunt Immunity
- 4th taunt: OT tries to taunt Hulk back from MT after pad transition, but find that it takes an extra Pierce or two before the Hulk goes to the OT, because the duration of the Taunt Immunity is slightly longer than the typical duration of a pad transition plus Hulk smash
If, instead, OT watches the taunt timer and retaunts the Hulk after 12s (3s or less remaining on the taunt timer; the Untaunted addon is very useful here), then when the MT takes the Hulk off of the OT, there is no Immunity applied, and the OT will have zero issues taking the Hulk back from the MT.
In the case of Sellistrix, when she sheds taunt, it does so by the game applying a phantom taunt to her. So pretend that you're the OT in vMoL, and she's the Hulk. If you refresh your taunt too early, then when she's "taunted" away, it applies Immunity to her and you need to wait for that Immunity to disappear before your taunt works again (you can see the duration of the Taunt Immunity buff on an enemy if you have a buff tracker that tracks buffs on a target).
BTW, I think Taunt Immunity is an idiotic BS mechanic and that Sellistrix shedding taunt in the way she does is doubly idiotic because it can trigger this BS Taunt Immunity.
(Hey, @ZOS_Finn -- Why in bloody blazes is Taunt Immunity a thing and what the hell do you expect Console players without taunt timers to do on Rakkhat?)
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Once you have taunt on an enemy, you will lose it only under one of these three scenarios:
- Your taunt expiring on its own because you did not refresh it.
- Someone else applies a taunt with one of these four taunt abilities in the game:
- Puncture
- Inner Fire
- Ice Staff heavy
- Tormentor set
- Enemies that shed taunt; these are very uncommon, and there are only a handful of enemies in the entire game that have this problem.
- Fungal Grotto II: Spawn of Mephala
- Arx Corininum: Sellistrix
- Ruins of Mazzatun: Xal-Nur and Sludge-Slingers (this will be changed in Update 15)
- Halls of Fabrication: Templar Tactical Facsimiles
- Note: These are just the enemies that prematurely shed taunt. This does not include enemies that are outright untauntable (e.g., Drodda and Planar Inhibitor) or the many enemy abilities whose targeting ignores taunt but does not cause a loss of taunt/aggro.
In short, if you are not letting your taunt expire and you're not tanking one of the special enemies, you should never lose taunt unless someone else overrides your taunt with a taunt of their own. Doing lots of damage or anything else that's not a taunt should not steal aggro.
Sellistrix straight up ignores all efforts of taunting. I can spam Puncture and frost staff heavies all I want, she keeps on changing agro. It's gotten to the point where I've had to tell groups that all I can do is debuff her and buff them, and to be ready to dodge roll out of the AoE.
When she sheds her taunt, it's done in a way where the game applies a phantom taunt to her, which exposes you to the overtaunt mechanic if you try to taunt her back. You can reduce the risk of overtaunt on your end by ensuring that you have 3s or less on your taunt timer before you refresh your taunt.
Although overtaunt (Taunt Immunity) is no longer an issue when one person is taunting, it is an issue when two people apply taunt to the same target. Taunt Immunity is applied after three taunts are applied by two different players, if the first two taunts are shorter than 12s apart. The third taunt will be successful, but Immunity will be applied which prevents the fourth taunt from working.
For example, this is a typical error that happens on Rakkhat in vMoL:
- 1st taunt: OT taunts Hulk when it spawns
- 2nd taunt: OT retaunts Hulk after 8s (after half of the 15s taunt timer expires)
- 3rd taunt: MT takes Hulk away from OT, and the Hulk gains Taunt Immunity
- 4th taunt: OT tries to taunt Hulk back from MT after pad transition, but find that it takes an extra Pierce or two before the Hulk goes to the OT, because the duration of the Taunt Immunity is slightly longer than the typical duration of a pad transition plus Hulk smash
If, instead, OT watches the taunt timer and retaunts the Hulk after 12s (3s or less remaining on the taunt timer; the Untaunted addon is very useful here), then when the MT takes the Hulk off of the OT, there is no Immunity applied, and the OT will have zero issues taking the Hulk back from the MT.
In the case of Sellistrix, when she sheds taunt, it does so by the game applying a phantom taunt to her. So pretend that you're the OT in vMoL, and she's the Hulk. If you refresh your taunt too early, then when she's "taunted" away, it applies Immunity to her and you need to wait for that Immunity to disappear before your taunt works again (you can see the duration of the Taunt Immunity buff on an enemy if you have a buff tracker that tracks buffs on a target).
BTW, I think Taunt Immunity is an idiotic BS mechanic and that Sellistrix shedding taunt in the way she does is doubly idiotic because it can trigger this BS Taunt Immunity.
(Hey, @ZOS_Finn -- Why in bloody blazes is Taunt Immunity a thing and what the hell do you expect Console players without taunt timers to do on Rakkhat?)
paulsimonps wrote: »Spider boss in Fungal Grotto 2, the mage with the 3 big spiders, those 3 spiders are also taunt immune, ish. They will taunt at the start but will lose it for a long period, but if you keep taunting them they will go back to you for a brief period before choosing their next target.
paulsimonps wrote: »For example, take the Mantikora, you could stand on opposite ends of the room with 2 tanks can't constantly flip agro between each other, causing him to basically spaz out in the middle of the room flipping his head back and forth as people kept taunting him.
paulsimonps wrote: »paulsimonps wrote: »Once you have taunt on an enemy, you will lose it only under one of these three scenarios:
- Your taunt expiring on its own because you did not refresh it.
- Someone else applies a taunt with one of these four taunt abilities in the game:
- Puncture
- Inner Fire
- Ice Staff heavy
- Tormentor set
- Enemies that shed taunt; these are very uncommon, and there are only a handful of enemies in the entire game that have this problem.
- Fungal Grotto II: Spawn of Mephala
- Arx Corininum: Sellistrix
- Ruins of Mazzatun: Xal-Nur and Sludge-Slingers (this will be changed in Update 15)
- Halls of Fabrication: Templar Tactical Facsimiles
- Note: These are just the enemies that prematurely shed taunt. This does not include enemies that are outright untauntable (e.g., Drodda and Planar Inhibitor) or the many enemy abilities whose targeting ignores taunt but does not cause a loss of taunt/aggro.
In short, if you are not letting your taunt expire and you're not tanking one of the special enemies, you should never lose taunt unless someone else overrides your taunt with a taunt of their own. Doing lots of damage or anything else that's not a taunt should not steal aggro.
Sellistrix straight up ignores all efforts of taunting. I can spam Puncture and frost staff heavies all I want, she keeps on changing agro. It's gotten to the point where I've had to tell groups that all I can do is debuff her and buff them, and to be ready to dodge roll out of the AoE.
I would suggest still taunting her. Cause you really want her in the water, and DPS's and Healers have a hard time surviving themselves in the water. So having them on the part of land she can't AoE and you standing in the water making her come back to you everytime makes the fight go SOOOOO much faster. And for those that don't know, she doesn't have the damage shield when she is in the water but when she is in the water the water becomes charged with lightning making it do AoEDoT damage.
That's the thing. Taunts don't work at all. I'd be just as well off shouting profanities from where the scroll sits. More often than not, as soon as I lose the initial taunt and the DPSs get hit with the first tick of the AoE, everybody starts skittering about like roaches exposed to the light. Not having the control to keep her in that small space means that the less experienced folks end up dragging her onto the land and making the fight miserable. It's such an easy fight other than that broken mechanic.
She does come back to you if you keep taunting her. I do it all the time, and if you tell people where to stand and to not run away before hand you are good. Immediately to the left of where she stands there is a little bit of land that never gets the AoE. Tell them to stand there, right at the edge of the water and you are golden.