Nelson_Rebel wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Have had 5 axes in HM and did not find it any more challenging than 3 axes. I know plenty that have tanked it, including myself, that have not had an issue with the axes once they figured it out which has to do with understanding agro mechanics in this game.
The reality is, an AoE taunt would be a horrid crutch in that fight since it would clearly not be something that could be spammed. A tank that was challenged to tank the axes and used an AoE taunt as a crutch would be so worse off than they learned to do it correctly, even if their choice was to taunt each one.
Paul is correct in his statements.
So you’re of the opinion that just because something has been done and can be done by a miniscule population that it’s ok? After 3 years of huge balance changes and combat adjustments but everything good to go?
Sorry no, not buying this.
I have tanked it and I have seen others tank it. rarely EVER have I EVER seen anyone not have issues with this as well, and NOT just with the axes as I have explained countless times throughout this posts conversations.
So, you are of the opinion that just because it can be done, and done easily, you would rather a crutch that will fail you instead of figuring out how to do it right.
I but that. So, once the short length of the AoE taunt wears off and you will not be able to use it for awhile, what will you do then?
It will not be spamable by any means so it could not be relied on to keep agro on the axes, your primary and only real example you have provided. That is the point I made. It would be a crutch that would lead to more issues for the tank trying to use it instead of figuring out how to do it correctly. Heck, doing it right is so much better than what you suggest.
Nelson_Rebel wrote: »
Thank you for your reasonable approach to this
It’s taxing when other people here want to instantly try to degrade or insult intelligence when we actively question something *sigh* people these days
But to answer your response, It’s not just the axes where the single reticle targeting system is inadequate but realistically most of the
other trials as well. The single target system on the reticle often fails to work properly in these areas due to mechanics, lag and latency issues
I can understand that you think it would trivilize dungeons which is a fair point, but I think the consecutive costs and limited range and numbers of affected NPC’s would effectively keep it a NICHE skill that performs well where the game fails. If those issues haven’t beeen fixes im 3 years then they cannot fix them and require an in game solution that has niche uses.
Problem solved with minimal impact
Nelson_Rebel wrote: »Nelson_Rebel wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Have had 5 axes in HM and did not find it any more challenging than 3 axes. I know plenty that have tanked it, including myself, that have not had an issue with the axes once they figured it out which has to do with understanding agro mechanics in this game.
The reality is, an AoE taunt would be a horrid crutch in that fight since it would clearly not be something that could be spammed. A tank that was challenged to tank the axes and used an AoE taunt as a crutch would be so worse off than they learned to do it correctly, even if their choice was to taunt each one.
Paul is correct in his statements.
So you’re of the opinion that just because something has been done and can be done by a miniscule population that it’s ok? After 3 years of huge balance changes and combat adjustments but everything good to go?
Sorry no, not buying this.
I have tanked it and I have seen others tank it. rarely EVER have I EVER seen anyone not have issues with this as well, and NOT just with the axes as I have explained countless times throughout this posts conversations.
So, you are of the opinion that just because it can be done, and done easily, you would rather a crutch that will fail you instead of figuring out how to do it right.
I but that. So, once the short length of the AoE taunt wears off and you will not be able to use it for awhile, what will you do then?
It will not be spamable by any means so it could not be relied on to keep agro on the axes, your primary and only real example you have provided. That is the point I made. It would be a crutch that would lead to more issues for the tank trying to use it instead of figuring out how to do it correctly. Heck, doing it right is so much better than what you suggest.
I’m of the opinion that because the game fails with the single target reticle system in many fights.
Nelson_Rebel wrote: »Nelson_Rebel wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Have had 5 axes in HM and did not find it any more challenging than 3 axes. I know plenty that have tanked it, including myself, that have not had an issue with the axes once they figured it out which has to do with understanding agro mechanics in this game.
The reality is, an AoE taunt would be a horrid crutch in that fight since it would clearly not be something that could be spammed. A tank that was challenged to tank the axes and used an AoE taunt as a crutch would be so worse off than they learned to do it correctly, even if their choice was to taunt each one.
Paul is correct in his statements.
So you’re of the opinion that just because something has been done and can be done by a miniscule population that it’s ok? After 3 years of huge balance changes and combat adjustments but everything good to go?
Sorry no, not buying this.
I have tanked it and I have seen others tank it. rarely EVER have I EVER seen anyone not have issues with this as well, and NOT just with the axes as I have explained countless times throughout this posts conversations.
So, you are of the opinion that just because it can be done, and done easily, you would rather a crutch that will fail you instead of figuring out how to do it right.
I but that. So, once the short length of the AoE taunt wears off and you will not be able to use it for awhile, what will you do then?
It will not be spamable by any means so it could not be relied on to keep agro on the axes, your primary and only real example you have provided. That is the point I made. It would be a crutch that would lead to more issues for the tank trying to use it instead of figuring out how to do it correctly. Heck, doing it right is so much better than what you suggest.
I’m of the opinion that because the game fails with the single target reticle system in many fights.
You have yet to name one major fight where the tank has issues with tanking multiple targets. Just because some attempt to tank something is a more difficult manner does not mean there is a problem with designs of the game.
What strikes me most is that you are clamoring for an AoE taunt while we explain it is not needed in the situations you describe yet you do not bother asking how we tank the axes and lack any problems with them.
Oh, BTW, a tank that would require an AoE taunt to tank the axes will NEVER be able to tank vAA HM.
Meaning no offense, but do you want to set such limits on yourself by focusing on getting a crutch or figure out how to do it properly?
I think there should be an AOE taunt but with notable limitations in use cases.
I suggest it being either a very expensive Werewolf skill, or a semi-expensive undaunted ultimate.
Nelson_Rebel wrote: »Nelson_Rebel wrote: »Nelson_Rebel wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Have had 5 axes in HM and did not find it any more challenging than 3 axes. I know plenty that have tanked it, including myself, that have not had an issue with the axes once they figured it out which has to do with understanding agro mechanics in this game.
The reality is, an AoE taunt would be a horrid crutch in that fight since it would clearly not be something that could be spammed. A tank that was challenged to tank the axes and used an AoE taunt as a crutch would be so worse off than they learned to do it correctly, even if their choice was to taunt each one.
Paul is correct in his statements.
So you’re of the opinion that just because something has been done and can be done by a miniscule population that it’s ok? After 3 years of huge balance changes and combat adjustments but everything good to go?
Sorry no, not buying this.
I have tanked it and I have seen others tank it. rarely EVER have I EVER seen anyone not have issues with this as well, and NOT just with the axes as I have explained countless times throughout this posts conversations.
So, you are of the opinion that just because it can be done, and done easily, you would rather a crutch that will fail you instead of figuring out how to do it right.
I but that. So, once the short length of the AoE taunt wears off and you will not be able to use it for awhile, what will you do then?
It will not be spamable by any means so it could not be relied on to keep agro on the axes, your primary and only real example you have provided. That is the point I made. It would be a crutch that would lead to more issues for the tank trying to use it instead of figuring out how to do it correctly. Heck, doing it right is so much better than what you suggest.
I’m of the opinion that because the game fails with the single target reticle system in many fights.
You have yet to name one major fight where the tank has issues with tanking multiple targets. Just because some attempt to tank something is a more difficult manner does not mean there is a problem with designs of the game.
What strikes me most is that you are clamoring for an AoE taunt while we explain it is not needed in the situations you describe yet you do not bother asking how we tank the axes and lack any problems with them.
Oh, BTW, a tank that would require an AoE taunt to tank the axes will NEVER be able to tank vAA HM.
Meaning no offense, but do you want to set such limits on yourself by focusing on getting a crutch or figure out how to do it properly?
Because it has nothing to do with the fights themselves but the sheer number and proximity of enemies in any pull on ZoS’s servers in trials makes it very difficult to accurately target with the target reticle In EVERY mob pull
notably
vSO mobs, the second mob boss specifically
vDSA the 5th and Last mobs specifically
vMoL the mobs on the Twins and the Mob pull directly following the twins
vAA Axes specifically where targeting axes is not accurate
I have listed these in addition to the LAG AND LATENCY issues that people experience in varying degrees due to region. But screw them I guess?
Nelson_Rebel wrote: »Nelson_Rebel wrote: »Nelson_Rebel wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Have had 5 axes in HM and did not find it any more challenging than 3 axes. I know plenty that have tanked it, including myself, that have not had an issue with the axes once they figured it out which has to do with understanding agro mechanics in this game.
The reality is, an AoE taunt would be a horrid crutch in that fight since it would clearly not be something that could be spammed. A tank that was challenged to tank the axes and used an AoE taunt as a crutch would be so worse off than they learned to do it correctly, even if their choice was to taunt each one.
Paul is correct in his statements.
So you’re of the opinion that just because something has been done and can be done by a miniscule population that it’s ok? After 3 years of huge balance changes and combat adjustments but everything good to go?
Sorry no, not buying this.
I have tanked it and I have seen others tank it. rarely EVER have I EVER seen anyone not have issues with this as well, and NOT just with the axes as I have explained countless times throughout this posts conversations.
So, you are of the opinion that just because it can be done, and done easily, you would rather a crutch that will fail you instead of figuring out how to do it right.
I but that. So, once the short length of the AoE taunt wears off and you will not be able to use it for awhile, what will you do then?
It will not be spamable by any means so it could not be relied on to keep agro on the axes, your primary and only real example you have provided. That is the point I made. It would be a crutch that would lead to more issues for the tank trying to use it instead of figuring out how to do it correctly. Heck, doing it right is so much better than what you suggest.
I’m of the opinion that because the game fails with the single target reticle system in many fights.
You have yet to name one major fight where the tank has issues with tanking multiple targets. Just because some attempt to tank something is a more difficult manner does not mean there is a problem with designs of the game.
What strikes me most is that you are clamoring for an AoE taunt while we explain it is not needed in the situations you describe yet you do not bother asking how we tank the axes and lack any problems with them.
Oh, BTW, a tank that would require an AoE taunt to tank the axes will NEVER be able to tank vAA HM.
Meaning no offense, but do you want to set such limits on yourself by focusing on getting a crutch or figure out how to do it properly?
Because it has nothing to do with the fights themselves but the sheer number and proximity of enemies in any pull on ZoS’s servers in trials makes it very difficult to accurately target with the target reticle In EVERY mob pull
notably
vSO mobs, the second mob boss specifically
vDSA the 5th and Last mobs specifically
vMoL the mobs on the Twins and the Mob pull directly following the twins
vAA Axes specifically where targeting axes is not accurate
I have listed these in addition to the LAG AND LATENCY issues that people experience in varying degrees due to region. But screw them I guess?
And each has been disproven.
vSO 2 tanks. One tanks boss and one takes care of the adds. OT pulls adds to the boss so they die in cleave or just tanks them where they spawn to merely debuff them so they die a little quicker and do a little less damage.
vDSA, pull in the mobs. Faster to AoE them down then for DPS to single target them. Probably safer as well.
vMoL horrid idea for an AoE taunt for the Twins. Ready for wipe fest. If the tank were to use an AoE taunt and was not far enough away from the other bosses adds say bye bye. The challenge is getting them together to start with, not keeping their agro afterwards.
vAA axes, ,we have been through this. Without a doubt not needed and any tank that needs an AoE taunt for the axes will NEVER do HM.
BTW, when that AoE taunt wears off and will not be available for another 30 seconds or longer, what do you do with the axes in the mean time?
Hate to break it to you but Zos does not want an AoE taunt in the game and there is very little support for changing their mind. I suggest you look at my last post, the parts you did not reply to.
I am out for a bit.
There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
Nelson_Rebel wrote: »Because it has nothing to do with the fights themselves but the sheer number and proximity of enemies in any pull on ZoS’s servers in trials makes it very difficult to accurately target with the target reticle In EVERY mob pull
notably
vSO mobs, the second mob boss specifically
vDSA the 5th and Last mobs specifically
vMoL the mobs on the Twins and the Mob pull directly following the twins
vAA Axes specifically where targeting axes is not accurate
I have listed these in addition to the LAG AND LATENCY issues that people experience in varying degrees due to region. But screw them I guess?
Nelson_Rebel wrote: »Nelson_Rebel wrote: »Nelson_Rebel wrote: »Nelson_Rebel wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Have had 5 axes in HM and did not find it any more challenging than 3 axes. I know plenty that have tanked it, including myself, that have not had an issue with the axes once they figured it out which has to do with understanding agro mechanics in this game.
The reality is, an AoE taunt would be a horrid crutch in that fight since it would clearly not be something that could be spammed. A tank that was challenged to tank the axes and used an AoE taunt as a crutch would be so worse off than they learned to do it correctly, even if their choice was to taunt each one.
Paul is correct in his statements.
So you’re of the opinion that just because something has been done and can be done by a miniscule population that it’s ok? After 3 years of huge balance changes and combat adjustments but everything good to go?
Sorry no, not buying this.
I have tanked it and I have seen others tank it. rarely EVER have I EVER seen anyone not have issues with this as well, and NOT just with the axes as I have explained countless times throughout this posts conversations.
So, you are of the opinion that just because it can be done, and done easily, you would rather a crutch that will fail you instead of figuring out how to do it right.
I but that. So, once the short length of the AoE taunt wears off and you will not be able to use it for awhile, what will you do then?
It will not be spamable by any means so it could not be relied on to keep agro on the axes, your primary and only real example you have provided. That is the point I made. It would be a crutch that would lead to more issues for the tank trying to use it instead of figuring out how to do it correctly. Heck, doing it right is so much better than what you suggest.
I’m of the opinion that because the game fails with the single target reticle system in many fights.
You have yet to name one major fight where the tank has issues with tanking multiple targets. Just because some attempt to tank something is a more difficult manner does not mean there is a problem with designs of the game.
What strikes me most is that you are clamoring for an AoE taunt while we explain it is not needed in the situations you describe yet you do not bother asking how we tank the axes and lack any problems with them.
Oh, BTW, a tank that would require an AoE taunt to tank the axes will NEVER be able to tank vAA HM.
Meaning no offense, but do you want to set such limits on yourself by focusing on getting a crutch or figure out how to do it properly?
Because it has nothing to do with the fights themselves but the sheer number and proximity of enemies in any pull on ZoS’s servers in trials makes it very difficult to accurately target with the target reticle In EVERY mob pull
notably
vSO mobs, the second mob boss specifically
vDSA the 5th and Last mobs specifically
vMoL the mobs on the Twins and the Mob pull directly following the twins
vAA Axes specifically where targeting axes is not accurate
I have listed these in addition to the LAG AND LATENCY issues that people experience in varying degrees due to region. But screw them I guess?
And each has been disproven.
vSO 2 tanks. One tanks boss and one takes care of the adds. OT pulls adds to the boss so they die in cleave or just tanks them where they spawn to merely debuff them so they die a little quicker and do a little less damage.
vDSA, pull in the mobs. Faster to AoE them down then for DPS to single target them. Probably safer as well.
vMoL horrid idea for an AoE taunt for the Twins. Ready for wipe fest. If the tank were to use an AoE taunt and was not far enough away from the other bosses adds say bye bye. The challenge is getting them together to start with, not keeping their agro afterwards.
vAA axes, ,we have been through this. Without a doubt not needed and any tank that needs an AoE taunt for the axes will NEVER do HM.
BTW, when that AoE taunt wears off and will not be available for another 30 seconds or longer, what do you do with the axes in the mean time?
Hate to break it to you but Zos does not want an AoE taunt in the game and there is very little support for changing their mind. I suggest you look at my last post, the parts you did not reply to.
I am out for a bit.
All opinion based overviews on how YOU interpret how a perfect no lag, no latency trials pulls go, but I'll agree to disagree because we are both repeating situational fights with different views on whats needed and neccessary.
Enjoy your day
Bladerunner1 wrote: »Exactly, true tanks currently have little to offer in 4 player dungeons.
Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
Do you really think ZoS wants an AoE tank skill that goes against his "play as you want trademark"? They have changed even frost staff to make it able for tanking without adding an AoE skill.
Besides, that skill + tremorscales in PvP will be awful, with dune rippers popping up like sandworms in Arrakis
I've got a picture of itVaranisArano wrote: »Do you really think ZoS wants an AoE tank skill that goes against his "play as you want trademark"? They have changed even frost staff to make it able for tanking without adding an AoE skill.
Besides, that skill + tremorscales in PvP will be awful, with dune rippers popping up like sandworms in Arrakis
Paul: Stilgar, do we have wormsign?
Stilgar: Usul, we have wormsign the likes of which even God has never seen.
Between Tremorscale and Vanguard's Challenge, PVP is not ready for an AOE taunt.

I've got a picture of itVaranisArano wrote: »Do you really think ZoS wants an AoE tank skill that goes against his "play as you want trademark"? They have changed even frost staff to make it able for tanking without adding an AoE skill.
Besides, that skill + tremorscales in PvP will be awful, with dune rippers popping up like sandworms in Arrakis
Paul: Stilgar, do we have wormsign?
Stilgar: Usul, we have wormsign the likes of which even God has never seen.
Between Tremorscale and Vanguard's Challenge, PVP is not ready for an AOE taunt.
Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
Bladerunner1 wrote: »Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
You must never roll dodge then, or you stand in red circles the whole time, or have no concept of what defines DPS. Not miniscule.
paulsimonps wrote: »Bladerunner1 wrote: »Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
You must never roll dodge then, or you stand in red circles the whole time, or have no concept of what defines DPS. Not miniscule.
Or not roll dodge cause most fights don't require it, just that you move out of the way or block for a few seconds or do both at the same time. Very few fights that actually needs roll dodging.
Bladerunner1 wrote: »paulsimonps wrote: »Bladerunner1 wrote: »Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
You must never roll dodge then, or you stand in red circles the whole time, or have no concept of what defines DPS. Not miniscule.
Or not roll dodge cause most fights don't require it, just that you move out of the way or block for a few seconds or do both at the same time. Very few fights that actually needs roll dodging.
Moving around is a loss of DPS unless you're ranged.
paulsimonps wrote: »Bladerunner1 wrote: »paulsimonps wrote: »Bladerunner1 wrote: »Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
You must never roll dodge then, or you stand in red circles the whole time, or have no concept of what defines DPS. Not miniscule.
Or not roll dodge cause most fights don't require it, just that you move out of the way or block for a few seconds or do both at the same time. Very few fights that actually needs roll dodging.
Moving around is a loss of DPS unless you're ranged.
That is the downside of melee, as well you can also be moving around bosses, not only away from them. All depends on the boss fight. As well, stamina, when on moved, generally have a lot higher single Target DPS to account for that.
Bladerunner1 wrote: »paulsimonps wrote: »Bladerunner1 wrote: »paulsimonps wrote: »Bladerunner1 wrote: »Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
You must never roll dodge then, or you stand in red circles the whole time, or have no concept of what defines DPS. Not miniscule.
Or not roll dodge cause most fights don't require it, just that you move out of the way or block for a few seconds or do both at the same time. Very few fights that actually needs roll dodging.
Moving around is a loss of DPS unless you're ranged.
That is the downside of melee, as well you can also be moving around bosses, not only away from them. All depends on the boss fight. As well, stamina, when on moved, generally have a lot higher single Target DPS to account for that.
We're not talking about boss fights, it's AOE taunts on trash mobs
paulsimonps wrote: »Bladerunner1 wrote: »paulsimonps wrote: »Bladerunner1 wrote: »paulsimonps wrote: »Bladerunner1 wrote: »Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
You must never roll dodge then, or you stand in red circles the whole time, or have no concept of what defines DPS. Not miniscule.
Or not roll dodge cause most fights don't require it, just that you move out of the way or block for a few seconds or do both at the same time. Very few fights that actually needs roll dodging.
Moving around is a loss of DPS unless you're ranged.
That is the downside of melee, as well you can also be moving around bosses, not only away from them. All depends on the boss fight. As well, stamina, when on moved, generally have a lot higher single Target DPS to account for that.
We're not talking about boss fights, it's AOE taunts on trash mobs
Do you legit roll dodge on trash fights?
Bladerunner1 wrote: »paulsimonps wrote: »Bladerunner1 wrote: »paulsimonps wrote: »Bladerunner1 wrote: »paulsimonps wrote: »Bladerunner1 wrote: »Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
You must never roll dodge then, or you stand in red circles the whole time, or have no concept of what defines DPS. Not miniscule.
Or not roll dodge cause most fights don't require it, just that you move out of the way or block for a few seconds or do both at the same time. Very few fights that actually needs roll dodging.
Moving around is a loss of DPS unless you're ranged.
That is the downside of melee, as well you can also be moving around bosses, not only away from them. All depends on the boss fight. As well, stamina, when on moved, generally have a lot higher single Target DPS to account for that.
We're not talking about boss fights, it's AOE taunts on trash mobs
Do you legit roll dodge on trash fights?
Roll dodge makes a lot of sense when you're rooted, have everything aggroed and red circles are forming beneath you. Do you just stand and bear it? Nice I guess.
Bladerunner1 wrote: »paulsimonps wrote: »Bladerunner1 wrote: »paulsimonps wrote: »Bladerunner1 wrote: »paulsimonps wrote: »Bladerunner1 wrote: »Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
You must never roll dodge then, or you stand in red circles the whole time, or have no concept of what defines DPS. Not miniscule.
Or not roll dodge cause most fights don't require it, just that you move out of the way or block for a few seconds or do both at the same time. Very few fights that actually needs roll dodging.
Moving around is a loss of DPS unless you're ranged.
That is the downside of melee, as well you can also be moving around bosses, not only away from them. All depends on the boss fight. As well, stamina, when on moved, generally have a lot higher single Target DPS to account for that.
We're not talking about boss fights, it's AOE taunts on trash mobs
Do you legit roll dodge on trash fights?
Roll dodge makes a lot of sense when you're rooted, have everything aggroed and red circles are forming beneath you. Do you just stand and bear it? Nice I guess.
Bladerunner1 wrote: »Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
You must never roll dodge then, or you stand in red circles the whole time, or have no concept of what defines DPS. Not miniscule.
Bladerunner1 wrote: »Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
You must never roll dodge then, or you stand in red circles the whole time, or have no concept of what defines DPS. Not miniscule.
I can only assume you have not experienced vHoF, vMoL, vAS or vAA based on your comment. Both require blocking and movement.
To understand what defines a good damage dealer 0ne must understand how to manage movement and blocking while still do your damage. So, yes, I do dodge roll, block and move when needed. A dead damage dealer is the worst kind.
Bladerunner1 wrote: »Bladerunner1 wrote: »Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
You must never roll dodge then, or you stand in red circles the whole time, or have no concept of what defines DPS. Not miniscule.
I can only assume you have not experienced vHoF, vMoL, vAS or vAA based on your comment. Both require blocking and movement.
To understand what defines a good damage dealer 0ne must understand how to manage movement and blocking while still do your damage. So, yes, I do dodge roll, block and move when needed. A dead damage dealer is the worst kind.
I assume you misunderstood what I'm saying.
There is no argument present in what you've said, it's obvious that a DPS needs to stay alive through movement and blocking. The reactions to incoming damage causes more than a miniscule reduction of DPS. If a DPS misses or delays one dps skill every 10 seconds, that's a 10% reduction in damage.
Bladerunner1 wrote: »Bladerunner1 wrote: »Bladerunner1 wrote: »There was a time, long ago, when a plain simple mob in a dungeon would one shot a DPS/healer if their HA was not blocked. AoEs would kill a player fast if they did not move out. We still managed by working with the skills Zos gave each and every character. It is really part of what makes this game fun.
Zos intended, with the design of the game, that the tank would not hold agro on every single mob and they do not have to. We know this because Zos told us so.
Yeah power creep. This isn't the same game it once was, tanks in 4 player content can survive all the aggro these days, so can DPS usually.Besides, few boss fights in 4 man dungeons require a true tank. Mobs certainly do not.
Exactly, true tanks currently have little to offer in 4 player dungeons.The benefit of a tank with mobs is they can pull the melee mobs to the ranged more effectively.
DPS can just stand next to the ranged mobs and everything they have aggroed will follow. They're more effective at clustering mobs than some of the other tank builds out there because they hold most of the aggro anyway.To the point made just before this post, a good dps will not be effected much by a block or roll dodge here an there. They know how to block cast and more.
Define much. Is it 10% less DPS? 15%? That's the strength of a Warhorn by the way.
To your last point, I can only assume your numbers are if the DPS is block casting the entire fight which cannot be done. Block casting intermittently might be a drop of 1-2% of DPS on that fight. Miniscule.
You must never roll dodge then, or you stand in red circles the whole time, or have no concept of what defines DPS. Not miniscule.
I can only assume you have not experienced vHoF, vMoL, vAS or vAA based on your comment. Both require blocking and movement.
To understand what defines a good damage dealer 0ne must understand how to manage movement and blocking while still do your damage. So, yes, I do dodge roll, block and move when needed. A dead damage dealer is the worst kind.
I assume you misunderstood what I'm saying.
There is no argument present in what you've said, it's obvious that a DPS needs to stay alive through movement and blocking. The reactions to incoming damage causes more than a miniscule reduction of DPS. If a DPS misses or delays one dps skill every 10 seconds, that's a 10% reduction in damage.
With most fights is miniscule. Good dps are not losing 10% in that fight unless they are managing specific tasks like running in the back room. The blocking is not often enough to cause a 10% DPS loss in itself.
There are fights in the most recent two trials that have much more movement and as such DPS does fall, but that is beside the point you are making.
Besides, it seems you have derailed this conversation with this. It is about AoE taunts, not dps tactics for avoiding damage or the cost of it on their damage output.