If you mean grabbing the "initial aggro" from enemies, then yes. You can use any damaging AoE ability to do that. For example wall of elements, or caltrops.Your suggestion is so poorly worded that I have a hard time deciphering what it is that you actually want.
But if by "mass aggro" you mean an AoE taunt effect, then this will not happen - ZOS has previously stated that their design intent for tanks runs contrary to the existence of AoE taunts in general, and that this is not a direction they intend to take.
that is, the presence of the role "tank" is normal, and the lack of a mass taunt tank is also normal.
But local tanks still manage to mass aggro through aoe skills
I propose adding mas agro skill for tanks to the shields section.
with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
+ 5 times increase the number of threats caused by damage under the role of "tank"
I propose adding mas agro skill for tanks to the shields section.
with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
+ 5 times increase the number of threats caused by damage under the role of "tank"
Unlike most MMOs, I don’t think ESO has a complex threat generation equation.
If you are complaining that you keep running into bad tanks when you are playing as a healer - congratulations, you have experienced one of countless many "fake tanks" in ESO.I propose adding mas agro skill for tanks to the shields section.
with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
+ 5 times increase the number of threats caused by damage under the role of "tank"
Unlike most MMOs, I don’t think ESO has a complex threat generation equation.
you need to try playing for a healer with random ones to see how bad it is
bad is a very soft word in this context.
You are correct on both accounts.MongooseOne wrote: »I’m new to tanking so I’m curious what you think is bad. So far taunting seems to be a hard lock for a certain time frame. Unless the boss has a mechanic to attack a random character he doesn’t move off me.
I’m new though so can easily be missing something.
I propose adding mas agro skill for tanks to the shields section.
with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
+ 5 times increase the number of threats caused by damage under the role of "tank"
A better question is, why would you even want to do that?I propose adding mas agro skill for tanks to the shields section.
with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
+ 5 times increase the number of threats caused by damage under the role of "tank"
Somehow agree, taunting every mob after a pull is kind of tedious useless work since it will be done anyway but I don't know, I guess people like it.
A better question is, why would you even want to do that?I propose adding mas agro skill for tanks to the shields section.
with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
+ 5 times increase the number of threats caused by damage under the role of "tank"
Somehow agree, taunting every mob after a pull is kind of tedious useless work since it will be done anyway but I don't know, I guess people like it.
Especially when the content is specifically designed around the current individual taunt mechanics?
just pull them into a pile
I propose adding mas agro skill for tanks to the shields section.
with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
+ 5 times increase the number of threats caused by damage under the role of "tank"
Somehow agree, taunting every mob after a pull is kind of tedious useless work since it will be done anyway but I don't know, I guess people like it.
In the majority of content it's not needed to tank every enemy mob - it's sufficient to just pull them into a pile, CC them and let them burn in the AoEs.
Only the most dangerous mobs need to be taunted, which is usually not more than 2-3 from each trash pull.
A better question is, why would you even want to do that?I propose adding mas agro skill for tanks to the shields section.
with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
+ 5 times increase the number of threats caused by damage under the role of "tank"
Somehow agree, taunting every mob after a pull is kind of tedious useless work since it will be done anyway but I don't know, I guess people like it.
Especially when the content is specifically designed around the current individual taunt mechanics?
just pull them into a pile
how ?
I see conflicting opinions here.
Some say just the boss. Some say, yeah! taunt all the adds.
Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.
What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.
Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.
I see conflicting opinions here.
Some say just the boss. Some say, yeah! taunt all the adds.
Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.
What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.
Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.
It's actually very simple. Your job as a tank is to take the hits your DDs can't take. But there is a catch. They can take quite a lot of hits. This one random add won't kill your DD. Even two random adds won't kill your DD. They are actually quite resilient and usually have a healer to keep them alive too.
What will kill your DDs is that big guy with a two-handed sword doing a heavy attack. Or that sword and shield guy doing his kung-fu spin kick. Or that archer casting snipe from thrity meters away. Or that giant werewolf... you get the point. At the very basis, as a tank you should be able to identify which enemies are capable of essentially one-shotting other members of your group and getting a hold of them. That's it. You are more than capable of doing that with single target taunt.
If you aspire to be a good tank, you can also stack all of the enemies in a nice pile to be quickly cleaved. You don't have to taunt them for that. A combination of pulls and AoE immobilizations/stuns is more than sufficient for this task.
You already have all of the tool kit to perform your intended role. Time to deal with your "learn to play" issues.
If you have issues with the DDs constantly running ahead of you, maybe you should either:I see conflicting opinions here.
Some say just the boss. Some say, yeah! taunt all the adds.
Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.
What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.
Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.
I see conflicting opinions here.
Some say just the boss. Some say, yeah! taunt all the adds.
Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.
What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.
Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.
It's actually very simple. Your job as a tank is to take the hits your DDs can't take. But there is a catch. They can take quite a lot of hits. This one random add won't kill your DD. Even two random adds won't kill your DD. They are actually quite resilient and usually have a healer to keep them alive too.
What will kill your DDs is that big guy with a two-handed sword doing a heavy attack. Or that sword and shield guy doing his kung-fu spin kick. Or that archer casting snipe from thrity meters away. Or that giant werewolf... you get the point. At the very basis, as a tank you should be able to identify which enemies are capable of essentially one-shotting other members of your group and getting a hold of them. That's it. You are more than capable of doing that with single target taunt.
If you aspire to be a good tank, you can also stack all of the enemies in a nice pile to be quickly cleaved. You don't have to taunt them for that. A combination of pulls and AoE immobilizations/stuns is more than sufficient for this task.
You already have all of the tool kit to perform your intended role. Time to deal with your "learn to play" issues.
Wonderous!
Group enters room. Tanks moves into room with "Gap Closer" hitting the boss and imediately "taunts." Dps unleashes hell with arrow rain/ground fires/meteors from the sky etc. The tanks second move is to grab the sniper archer= "gap closer/taunt. The entire room, except the two things taunted, now charges the various damage sources. The aoe imob skill did FAR less damage then the hell raining down on them and they would like to talk to those folks. The tanks next move is to somehow "just gather them up so DPS can cleave."
This situation is day one PUG tanking. This most definitely is a learn to play issue. Just not MY learn to play issue.
Think before you blame the tank.
Yes:I see conflicting opinions here.
Some say just the boss. Some say, yeah! taunt all the adds.
Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.
What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.
Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.
It's actually very simple. Your job as a tank is to take the hits your DDs can't take. But there is a catch. They can take quite a lot of hits. This one random add won't kill your DD. Even two random adds won't kill your DD. They are actually quite resilient and usually have a healer to keep them alive too.
What will kill your DDs is that big guy with a two-handed sword doing a heavy attack. Or that sword and shield guy doing his kung-fu spin kick. Or that archer casting snipe from thrity meters away. Or that giant werewolf... you get the point. At the very basis, as a tank you should be able to identify which enemies are capable of essentially one-shotting other members of your group and getting a hold of them. That's it. You are more than capable of doing that with single target taunt.
If you aspire to be a good tank, you can also stack all of the enemies in a nice pile to be quickly cleaved. You don't have to taunt them for that. A combination of pulls and AoE immobilizations/stuns is more than sufficient for this task.
You already have all of the tool kit to perform your intended role. Time to deal with your "learn to play" issues.
Wonderous!
Group enters room. Tanks moves into room with "Gap Closer" hitting the boss and imediately "taunts." Dps unleashes hell with arrow rain/ground fires/meteors from the sky etc. The tanks second move is to grab the sniper archer= "gap closer/taunt. The entire room, except the two things taunted, now charges the various damage sources. The aoe imob skill did FAR less damage then the hell raining down on them and they would like to talk to those folks. The tanks next move is to somehow "just gather them up so DPS can cleave."
This situation is day one PUG tanking. This most definitely is a learn to play issue. Just not MY learn to play issue.
Think before you blame the tank.
The fact that you are using a gap closer as a tank and not using Inner Fire and Unrelenting Grip/Frozen Gate/Silver Leash, are incapable of getting a hold of the situation within multiple seconds of immobilization, and believe that enemies switch targets based on their damage output is indeed a learn to play issue.
I see conflicting opinions here.
Some say just the boss. Some say, yeah! taunt all the adds.
Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.
What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.
Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.
It's actually very simple. Your job as a tank is to take the hits your DDs can't take. But there is a catch. They can take quite a lot of hits. This one random add won't kill your DD. Even two random adds won't kill your DD. They are actually quite resilient and usually have a healer to keep them alive too.
What will kill your DDs is that big guy with a two-handed sword doing a heavy attack. Or that sword and shield guy doing his kung-fu spin kick. Or that archer casting snipe from thrity meters away. Or that giant werewolf... you get the point. At the very basis, as a tank you should be able to identify which enemies are capable of essentially one-shotting other members of your group and getting a hold of them. That's it. You are more than capable of doing that with single target taunt.
If you aspire to be a good tank, you can also stack all of the enemies in a nice pile to be quickly cleaved. You don't have to taunt them for that. A combination of pulls and AoE immobilizations/stuns is more than sufficient for this task.
You already have all of the tool kit to perform your intended role. Time to deal with your "learn to play" issues.
Wonderous!
Group enters room. Tanks moves into room with "Gap Closer" hitting the boss and imediately "taunts." Dps unleashes hell with arrow rain/ground fires/meteors from the sky etc. The tanks second move is to grab the sniper archer= "gap closer/taunt. The entire room, except the two things taunted, now charges the various damage sources. The aoe imob skill did FAR less damage then the hell raining down on them and they would like to talk to those folks. The tanks next move is to somehow "just gather them up so DPS can cleave."
This situation is day one PUG tanking. This most definitely is a learn to play issue. Just not MY learn to play issue.
Think before you blame the tank.
I propose adding mas agro skill for tanks to the shields section.
with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
+ 5 times increase the number of threats caused by damage under the role of "tank"
Unlike most MMOs, I don’t think ESO has a complex threat generation equation.
You maintain aggro on most mobs for approximately seven seconds if you are the first to hit them. Open with a ranged aoe and this is your opportunity to prioritize targets and group the others. After that seven seconds, the aggro seems that randomize unless they are taunted.
I used the "gap closer" to describe the fastest way a tank can possibly enter the fray. I have 10 skill slots, all I have to do is minor self healing and taunt. pointing at a gap closer and claiming its a learn to play issue is laughable....
My Aoe is an imob. It draws very little attention compared to the storm the DPS is capable of. This game is not a first come first serve agro. The first one to damage the targets is not the only one to be attacked. We wouldnt need a taunt if that was the case.
My stamina tank also is not able to use magic to taunt the enmies. I never could sustain that with the other buffs I must put up. Puncture is the name of that game....inner fire is for the wackos that tank with a staff.
I used the "gap closer" to describe the fastest way a tank can possibly enter the fray. I have 10 skill slots, all I have to do is minor self healing and taunt. pointing at a gap closer and claiming its a learn to play issue is laughable....
My Aoe is an imob. It draws very little attention compared to the storm the DPS is capable of. This game is not a first come first serve agro. The first one to damage the targets is not the only one to be attacked. We wouldnt need a taunt if that was the case.
My stamina tank also is not able to use magic to taunt the enmies. I never could sustain that with the other buffs I must put up. Puncture is the name of that game....inner fire is for the wackos that tank with a staff.