Long story short, you're doing it wrong. You can keep your threat level up very high by using things like Caltrops, Talons, Ash cloud as examples. You SHOULD be damaging your target as much as possible through long DoTs that conserve magicka and you'll keep that threat level up. There is also a built in "screw it, i'll do what I want" mechanic where if taunt is lost, they'll go after a random target.
If you're losing taunts one of three things is happening.
* You missed. Many bosses use things like blinding flashes and sparks to create a miss chance. Using something like CLS can determine if you actually hit or not. If you don't do damage, you didn't taunt them.
* You began the fight with a taunt. This does NOT taunt contrary to popular belief. I mean it should, but it doesn't so theres that.
* Someone else is taunting. Either through not reading or not understanding the game, many undaunted pug groups I've run into this issue where people think inner fire is a good dps skill. Also sometimes in something like SO the offtank will accidentally taunt (and never fess up to it)
15 seconds for the taunt is plenty. You can keep up to 10ish targets taunted at all times easily with proper group support for resources. Using abilities like Caltrops gives you extra time to retaunt if needed. For trash pulls, they shouldn't even last that long to retaunt anyways.
Tanking in ESO is about knowing what to taunt and what not to taunt. You're doing it very wrong if you're taunting everything and trying to keep it up. Hell in trash pulls I don't even bother taunting at all unless its 'big' npcs that can one-shot squishy people. I just toss caltrops on my feel, ash cloud and chain pull everything that doesn't want to get close or just flat out isn't coming in close fast enough.
Outside of the first taunt not working bug, nothing needs to be changed about taunt mechanics. Just the way people think it should work.
mielgatorwb17_ESO wrote: »I'm making this post to discuss the taunting mechanic, which is actually giving me great pain even through I made my best accommodating to this system since the release.
Be aware that i'm mostly giving feedback on high end PVE content, I won't even care talking about Veteran Dungeons where packs basically last between 5 to 10seconds.
First : Threat generation is weird or non existant for tanks
Tanks generate barely to no threat over a pack of monsters, I tried many AOE builds, and while it's efficient in most of the weak veteran dungeons BECAUSE packs die fast, when you're doing DSA Veteran or content with an alike difficulty, it's a waste of magicka/stamina. Sometime you might want to cycle CC, but most of them will be immuned to, not a solution either. Taunting them independently while they are all packed is also a pain, making it even more harder. (4 axes during AA last boss in hard mode, no one ?)
Second : Taunts duration is only 15seconds
While monotarget taunts is already a pain to manage, they only last a handful of 15seconds, meaning in many situation, the time you take targetting monsters, taunting, driving them together, using your others skills, well, you're good to retaunt everything, given the fact you havn't lost most of them and still have enough magicka/stamina to retaunt.
Third : Taunts are only monotarget.
While I understand that giving tanks only monotarget taunts make it harder for tanks to get all the monsters on them, in some situations (like, more than 5 monsters) It become impossible to do anything else than : taunting.
Fourth : Sometime, even when taunted, mobs don't care.
Yeah, there are case of bosses that litterally overlook the taunt, you just launched it, nope, he'll like the healer better, you still see the visual effect, nope, still like the healer better. Maybe it's and intended mechanic, maybe not, nevertheless, it's a pain and shouldn't exist.
So, I already see it coming : But in ESO tanks arn't supposed to take all monsters on them. Let me tell you this : BULL****./
EDIT : As @Cyhawk said, While it's not required to take all monsters on the tank, it's still needed to take MOST of them, which in DSA Veteran translate in a minimal amount of 6 monsters, taking the fifth arena last wave as exemple, you need to keep : The boss, two gargoyle, 1 two handed dude, 2 rogues. Most medium armor DDs are killed in two bolts by a caster, one bolt if they took some AoE damages. This is an irrefutable truth./EDIT
In most high end PVE content, a lone monster can litterally destroy a medium armor dude, and while he'll be able to offtank for a moment, it wont last long, basically they'll last so long they have stamina to block/evade, and won't do their job correctly so long they have a mob running after their ass, even if the tank take a few seconds to taunt the astray monster, by the time he do this he'll lose one or two more.
One easy solution I see here, that won't require to add anything, would be to up the taunt duration to 30 seconds. How many time I tell to myself : If only my taunt lasted a little more...
Another solution, would be to add a short duration high cost AOE/FAOE taunt, making it easier to grab the astray monsters and maybe save someone.
Last solution I came up with, but clearly not the best as it would make tanking too easy IMO, is to modify one passive in One handed & Shield to make tanks generate threat on any damages they do.
Discuss
Karanshade wrote: »I haven't reach veteran yet , far from it , but from my limited experience , I have this feeling that Tanks are not supposed to exist in ESO. At least the model of the game is not oriented into having a guy running around with a full pack on him and the rest of the DPS around in circle , free to clap and dps. It s a good thing.I always hated the concept of tanks in MMOs. DPS should be clever , use CC , use some escape and the fight should be a brawl.
I know the realism argument is not the best but at least some realism are to be achieved. And for the love of me ,how can you picture a big 10 vs 10 fights where suddently for no reason , a full 10 man team will follow one of the others guy around ? Is that a fight ?
SO yeah for ESO to be a free of tanking game attempt. Or at least to respect the elder scroll philosophy , you can have a tank but you dont have to have a tank. Its just one strategy and since threat control do not exist , it won't be the mandatory easiest one.
I know it won't last because the marketing branch will soon tell the dev that 'most people' will be lost if they can't identify easily their role in one of the three categories. Already some veteran dungeons do requiere a tank which is a sign they gave up.
So I m sorry to say but OP post gives me great pleasure to read. I want my dungeon to be brawl area , where fight occurs and battle awareness is the key to success. Use that CC to save a friend in trouble , vanish and kite , kill or be killed. Not this boring ridiculous spectacle of the 'guy with 10 pals' glued to his ass and his friends AOEing at will.
So yeah for the dream even so it won't last.