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Casual tanks need multiple AoE aggro

deadtek
deadtek
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It's frustrating to play with a tank who struggles to hold aggro, and yet it's not their fault; the game discourages tanking. You absolutely need several AoE aggro skills with a A new minor and major buff system and the implementation of a third evolution slot for certain skills, such as the low blow which applies minor provocation for 20 seconds to the target and all enemies around it (7 meters) Now apply major provocation Removes Minor Provocation from the target. If a tank uses Minor Provocation on a target and another tank casts an ability that applies Minor Provocation, the debuff is applied after 2 seconds
[edited for spamming]
Edited by ZOS_Icy on December 22, 2025 4:09PM
  • Soarora
    Soarora
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    How does the game discourage tanking? Holding multiple adds is mildly annoying but my suggestion to deal with that is to give us tormentor back. It had the perfect drawback: you need to give up a 5pc and either use plar or 2h.

    Realistically, I really just want ZOS to invest in good repeatable tutorials for different parts of the game (dps, healer, tank, pvp).

    For example for tanks:
    It should have a dummy that requires being taunted to be active. It should do light attacks, heavy attacks, and need to be bashed. The damage should be equal to a veteran DLC dungeon enemy to teach tanks how much resist they need and that they need to block heavies.

    Another section can be focused on add management. Move a ranged add through a maze using line of sight and outranging. Chain a group of adds together and keep them there. Keep taunt on a handful of large adds for a minute.

    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 4/8 Tris
    • Dungeons: 32/32 HMs - 25/26 Tris
    • All Veterans completed!

      View my builds!
  • YandereGirlfriend
    YandereGirlfriend
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    Do you mean "leak" like the next patch notes?
  • PrinceShroob
    PrinceShroob
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    You can use Void Bash from Vateshran Hollows to pull all enemies nearby to you, and you can soft aggro enemies with area skills like Wall of Elements. The game is simply designed around priority tanking--taunting specific heavy-hitting targets rather than taunting everything.

    That said, this is on the healer and DPS, too--they need to learn to stick near the tank so that adds don't chase after them. And I will be honest--if you are menaced by a singular add, you are uncommonly squishy. You shouldn't be afraid of one archer.
  • Renato90085
    Renato90085
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    Aoe taunt is no reason for it to exist..
    most combat only 1-3 big mobs possible kill dps
  • JaxontheUnfortunate
    JaxontheUnfortunate
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    I also believe Zos was pretty clear that they do not want aoe taunting period. This came to light after the changes to tormentor a couple of months back.
  • emeraldshado
    emeraldshado
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    I need a magical ball of energy skill in the mages guild that can be modified like shield throw for multiple taunts or interupts.
  • BXR_Lonestar
    BXR_Lonestar
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    You can use Void Bash from Vateshran Hollows to pull all enemies nearby to you, and you can soft aggro enemies with area skills like Wall of Elements. The game is simply designed around priority tanking--taunting specific heavy-hitting targets rather than taunting everything.

    That said, this is on the healer and DPS, too--they need to learn to stick near the tank so that adds don't chase after them. And I will be honest--if you are menaced by a singular add, you are uncommonly squishy. You shouldn't be afraid of one archer.

    The problem with void bash, rush of agony, etc. is that you pull them, and then after being pulled, they run off. Yes, if you are a veteran DPS/healer, the random mobs are not a legitimate threat, but the point of pulling them together is so you can nuke them, but tanks rarely have sufficient room on their bar to run a good immobilize (I know because I play all 3 roles). So while I can pull together groups of ranged mobs and they'll stay together in a nice neat pack to get nuked, the melee ones will run all over the place and you have to focus them down one-by-one.

    Not necessarily the end of the world, but it would be nice if the aoe-pulls also hard-taunted any minions that are pulled. Especially since you have a cooldown before you can pull again.
  • El_Borracho
    El_Borracho
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    Nah. Tanks should continue to focus on the strongest add in mobs. For example, the Realmshapers in Red Petal Bastion. While its convenient when a tank can group all the nuisance adds together, its more of a luxury than a necessity.
  • Soarora
    Soarora
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    You can use Void Bash from Vateshran Hollows to pull all enemies nearby to you, and you can soft aggro enemies with area skills like Wall of Elements. The game is simply designed around priority tanking--taunting specific heavy-hitting targets rather than taunting everything.

    That said, this is on the healer and DPS, too--they need to learn to stick near the tank so that adds don't chase after them. And I will be honest--if you are menaced by a singular add, you are uncommonly squishy. You shouldn't be afraid of one archer.

    The problem with void bash, rush of agony, etc. is that you pull them, and then after being pulled, they run off. Yes, if you are a veteran DPS/healer, the random mobs are not a legitimate threat, but the point of pulling them together is so you can nuke them, but tanks rarely have sufficient room on their bar to run a good immobilize (I know because I play all 3 roles). So while I can pull together groups of ranged mobs and they'll stay together in a nice neat pack to get nuked, the melee ones will run all over the place and you have to focus them down one-by-one.

    Not necessarily the end of the world, but it would be nice if the aoe-pulls also hard-taunted any minions that are pulled. Especially since you have a cooldown before you can pull again.

    I always make it a point to have something that immobilizes but for me ranged adds are the problem (they run out immediately) and I also have a different setup for bosses (don’t need an AoE pull in bosses… don’t need an immobilize there either, so I have more room). Are you running razor caltrops? My necro doesn’t have a good immobilize so I use nunatek and while it isn’t as effective, still gets the job done due to the slow.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 4/8 Tris
    • Dungeons: 32/32 HMs - 25/26 Tris
    • All Veterans completed!

      View my builds!
  • JaxontheUnfortunate
    JaxontheUnfortunate
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    I leap into the mob, rush pulls them in, then stun with an aoe fear, heavy applies Conal major vulnerability and dps clean up the pack rinse and repeat. :)
  • YandereGirlfriend
    YandereGirlfriend
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    Chaining in all the ranged mobs is super satisfying as a tank and it's not difficult to do.

    Caltrops -> taunt elites -> chain the ranged -> Immobilize and you're already doing better than 95% of Dungeon Finder tanks.
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