OlumoGarbag wrote: »What are you guys even discussing here?
Aoe taunt will come with the next patch if you like it or not. You can even backbar it. And with tormentor + stampede you can use it on any class
http://en.m.uesp.net/wiki/Special:EsoBuildData?id=243576
Switch oblivions for ebon, backbar tormentor and you will have next patches meta pve tank. Your welcome.
gatekeeper13 wrote: »The problem is if they die, they will start yelling "taunt the mobs, useless tank" and kick you from group. I know because it has happened to me. When DDs start running and leave group behind, I follow them slowly without sprinting and let them deal with the trash mobs by themselves.
Wandering_Immigrant wrote: »Perhaps intentionally lagging behind and leaving your group out to dry is the reason you've been kicked?
...
I liken tanks who intentionally lag behind and then play the the 'you agro it you tank it' game to drivers on the highway who pull out in front of you in the passing lane and then proceed to continue driving at the same slow speed they were driving at in their slow people lane holding up a line of traffic behind them. I'm pretty sure we would all vote to kick those people off the road if we could.
Tommy_The_Gun wrote: »OlumoGarbag wrote: »What are you guys even discussing here?
Aoe taunt will come with the next patch if you like it or not. You can even backbar it. And with tormentor + stampede you can use it on any class
http://en.m.uesp.net/wiki/Special:EsoBuildData?id=243576
Switch oblivions for ebon, backbar tormentor and you will have next patches meta pve tank. Your welcome.
Yep. It also works with Werewolf Brutal Pounce. And this is pretty much (I think) the only useful case for it.
Werewolf tank is relatively a "new thing". AOE taunt should work well as WW skills are quite expensive so "spamming" taunt (as tanks often have to do with Puncture when there is a lot of larger mobs / dangerous enemies) won't be an option. Especially if you consider that after pounce, you can not use it for some time as skill changes to "Carnage" for 5 seconds.
For a "regular" tank it won't be optimal at all - as it requires a whole 5 pcs set. Wasting a whole set for that is um... a waste...
All in all - No one is commanding you to use it. But it is nice to have options.
It should, as they did exact same change to it as Stampede:OlumoGarbag wrote: »Tommy_The_Gun wrote: »OlumoGarbag wrote: »What are you guys even discussing here?
Aoe taunt will come with the next patch if you like it or not. You can even backbar it. And with tormentor + stampede you can use it on any class
http://en.m.uesp.net/wiki/Special:EsoBuildData?id=243576
Switch oblivions for ebon, backbar tormentor and you will have next patches meta pve tank. Your welcome.
Yep. It also works with Werewolf Brutal Pounce. And this is pretty much (I think) the only useful case for it.
Werewolf tank is relatively a "new thing". AOE taunt should work well as WW skills are quite expensive so "spamming" taunt (as tanks often have to do with Puncture when there is a lot of larger mobs / dangerous enemies) won't be an option. Especially if you consider that after pounce, you can not use it for some time as skill changes to "Carnage" for 5 seconds.
For a "regular" tank it won't be optimal at all - as it requires a whole 5 pcs set. Wasting a whole set for that is um... a waste...
All in all - No one is commanding you to use it. But it is nice to have options.
As far as i tested it ww pounce doesent proc it aoe. Or did they change the skill?
Wandering_Immigrant wrote: »Perhaps intentionally lagging behind and leaving your group out to dry is the reason you've been kicked?
...
I liken tanks who intentionally lag behind and then play the the 'you agro it you tank it' game to drivers on the highway who pull out in front of you in the passing lane and then proceed to continue driving at the same slow speed they were driving at in their slow people lane holding up a line of traffic behind them. I'm pretty sure we would all vote to kick those people off the road if we could.
I don't sprint through dungeons, period. I don't dally around but I have better things to do with my stamina than sprinting. And I don't see a reason why anyone would sprint through a dungeon, except for some dedicated speed runs where beating the time may actually be a close affair.
Sprinting through a dungeon is like driving 150 when the speed limit is 120.
Wandering_Immigrant wrote: »Wandering_Immigrant wrote: »Perhaps intentionally lagging behind and leaving your group out to dry is the reason you've been kicked?
...
I liken tanks who intentionally lag behind and then play the the 'you agro it you tank it' game to drivers on the highway who pull out in front of you in the passing lane and then proceed to continue driving at the same slow speed they were driving at in their slow people lane holding up a line of traffic behind them. I'm pretty sure we would all vote to kick those people off the road if we could.
I don't sprint through dungeons, period. I don't dally around but I have better things to do with my stamina than sprinting. And I don't see a reason why anyone would sprint through a dungeon, except for some dedicated speed runs where beating the time may actually be a close affair.
Sprinting through a dungeon is like driving 150 when the speed limit is 120.
I really don't keep very close tabs on my speedometer. I expect to see all dungeons multiple times, some runs will be fast some will be slow, I mostly just keep with the flow of traffic. I was just pointing out the fallacy in making zero attempt to keep up and intentionally not controlling the room when you do catch up all to stick-it-to the impatient runner, and then acting like it's not your fault they died.
I prioritize smooth runs over all other factors, so as long as I'm being given enough support to keep up with someone setting a hasty pace while still having enough stamina for all those better things then I see no reason to not fulfill my role by keeping everyone alive.
I don't believe a tank "intentionally lags behind" anyone. But when stamina management is an important part of tanking, especially in vet content, you can be sure I'm not going to sprint behind a Sorc spamming lightning form, or a wings-spamming warden, to start a room or boss fight on an empty stamina bar. And I've had many of those in my group. As others have said: you pull it, you tank it.Wandering_Immigrant wrote: »I liken tanks who intentionally lag behind and then play the the 'you agro it you tank it' game to drivers on the highway who pull out in front of you in the passing lane and then proceed to continue driving at the same slow speed they were driving at in their slow people lane holding up a line of traffic behind them. I'm pretty sure we would all vote to kick those people off the road if we could.
Wandering_Immigrant wrote: »I really don't keep very close tabs on my speedometer. I expect to see all dungeons multiple times, some runs will be fast some will be slow, I mostly just keep with the flow of traffic. I was just pointing out the fallacy in making zero attempt to keep up and intentionally not controlling the room when you do catch up all to stick-it-to the impatient runner, and then acting like it's not your fault they died.
I prioritize smooth runs over all other factors, so as long as I'm being given enough support to keep up with someone setting a hasty pace while still having enough stamina for all those better things then I see no reason to not fulfill my role by keeping everyone alive.
As a Tank, I find taunting every single mob to be quite a headache, and difficult to manage since each Taunt only lasts 15 seconds. As for Bosses, theyre a synch.
But to be able to grab say, 3 at a time...
Now that would add a whole new level of gameplay.
A cone AoE, or perhaps a targeted AoE, that would be highly useful.
Could even be a low-cost ultimate.
honey_badger82 wrote: »I have 2 tanks I play and one of them I have given up using the inner range taunt on, I find it more effective to use a gap closer then pierce armor. I cant count how many times I kept taunting the same enemy straight in front of me when trying to target a ranged enemy much further away. Also many of the dungeons have mobs so large its impossible for the tank to control anything past the first 2 seconds of the fight and even worse when the dps or healer runs in first and steals the initial aggro.
Aside from voting consider putting how you would implement a AoE taunt if your for it. If you disagree and comment be constructive, there is way to much toxicity on this forum as it is.
Personally I would change the undaunted ranged taunt as such:
Base cost: 4320 magicka or stamina, whichever max is LOWER (high enough to be useful but too high to spam and constantly overcast)
Range: 22m with radius of 10m and duration of 15 seconds
Base ability effect: Launch yourself up to 22m into combat with the enemy. Upon landing apply minor fracture & breach to all enemies inside radius for 10 sec.
Morph option 1: Same as base with- Stun enemies within the radius for 2 seconds upon landing. Activate a 2nd time @ half cost to taunt up to 3 additional enemies outside the radius, this ability can be activated once per cast.
Morph option 2a: Same as base, increase radius to 12m and duration of minor fracture & breach by 2 seconds. Activate a 2nd time @ half cost to stun all enemies in the radius for 2 sec, once per cast.
Morph option 2b: Same as 2a except for 2nd activation- Activate a 2nd time @ half cost to re-center AoE on your current position, refreshes taunt on all enemies within the new radius for the remaining time of initial cast. This does not re-apply minor fracture & breach to enemies not included in the initial cast.
I would love a taunt that could taunt all the npcs in a dungeon. Then it would save me the hassle of targeting multiple npcs and taunting them becuase when I first got into tanking I was told I had to taunt everything in a dungeon and if I didn't I'd get yelled at or kicked
honey_badger82 wrote: »I have 2 tanks I play and one of them I have given up using the inner range taunt on, I find it more effective to use a gap closer then pierce armor. I cant count how many times I kept taunting the same enemy straight in front of me when trying to target a ranged enemy much further away. Also many of the dungeons have mobs so large its impossible for the tank to control anything past the first 2 seconds of the fight and even worse when the dps or healer runs in first and steals the initial aggro.
Aside from voting consider putting how you would implement a AoE taunt if your for it. If you disagree and comment be constructive, there is way to much toxicity on this forum as it is.
Personally I would change the undaunted ranged taunt as such:
Base cost: 4320 magicka or stamina, whichever max is LOWER (high enough to be useful but too high to spam and constantly overcast)
Range: 22m with radius of 10m and duration of 15 seconds
Base ability effect: Launch yourself up to 22m into combat with the enemy. Upon landing apply minor fracture & breach to all enemies inside radius for 10 sec.
Morph option 1: Same as base with- Stun enemies within the radius for 2 seconds upon landing. Activate a 2nd time @ half cost to taunt up to 3 additional enemies outside the radius, this ability can be activated once per cast.
Morph option 2a: Same as base, increase radius to 12m and duration of minor fracture & breach by 2 seconds. Activate a 2nd time @ half cost to stun all enemies in the radius for 2 sec, once per cast.
Morph option 2b: Same as 2a except for 2nd activation- Activate a 2nd time @ half cost to re-center AoE on your current position, refreshes taunt on all enemies within the new radius for the remaining time of initial cast. This does not re-apply minor fracture & breach to enemies not included in the initial cast.