Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

What's the best method(s) of holding taunts in dungeons?

BackLotBasher
BackLotBasher
✭✭
I'm really new to playing this role (usually play a healer), but I have a Nord DK tank that I'm using to try to understand some basics of playing one (CP is around 300). I have a front bar with One Hand and Shield, using Puncture and Heroic Slash, plus Absorb Missile and Igneous Shield (dragon blood for extra healing). Magma Armor is the Ult. This part I get. Hit big bad dude with Puncture to *** him off, then tank his aggression.

But there always seems to be a slew of little ads running around, and I feel like I'm trying to herd cats. Is there something I should be doing to get the majority of the crowd reeled in? Should I be using other ranged taunts (rather than trying to run and puncture them)? I have Inner Fire, but I'm never sure if it's my job to worry about distant ranged enemies, or let the DD players take care of them. I've used Elemental Blockade with a lightning staff to open fights on a crowd, but it seems like there are always a few rogues that don't seem to focus on me.

Any tips?
  • Joosef_Kivikilpi
    Joosef_Kivikilpi
    ✭✭✭✭
    Use dragon chains to pull the ranged adds to you and DPS to aoe them down.
  • Karm1cOne
    Karm1cOne
    ✭✭✭✭✭
    Looks like you're a Dk. So my suggestion is start off with an aoe like you have been. Use your taunt on the big hitter, and talons the mobs. Then chain the ranged guys in. This is generally an ok strategy, but can change depending on the fight. Some adds you just have to let go in lieu of the big bad.
    Edited by Karm1cOne on January 13, 2020 2:06PM
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    Your job is to taunt the boss and any powerful adds that can one-shot your squishy party members, like two-handed adds in Vet dungeons. Everything else you can crowd control or pull to you.

    I typically use Inner Fire to taunt those powerful adds if I'm having trouble with them running past me, like the minotaurs in Falkreath.
  • Nestor
    Nestor
    ✭✭✭✭✭
    ✭✭✭✭✭
    I use Chains to pull in the adds. You don't need all of them. Just the harder hitting ones. On some trials, there is a definite pecking order. I use the Chain Morph that refunds cost if it does not work.

    Also, only apply your taunt about every 8 seconds, so as to not use up your resource pool.

    https://eso-skillbook.com/

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • BackLotBasher
    BackLotBasher
    ✭✭
    Nestor wrote: »
    I use Chains to pull in the adds. You don't need all of them. Just the harder hitting ones. On some trials, there is a definite pecking order. I use the Chain Morph that refunds cost if it does not work.

    Also, only apply your taunt about every 8 seconds, so as to not use up your resource pool.

    https://eso-skillbook.com/

    I have a feeling this might be my Achilles Heel when it comes to this role. I'm either not fast enough, or just get confused about the priority. I've played as a healer for so long, and my priority was always to put down resources for everyone, and watch for anyone needing a burst heal. The nuances of Tanking actually seem pretty complex.
  • Nestor
    Nestor
    ✭✭✭✭✭
    ✭✭✭✭✭
    The hardest part of tanking is slowing your roll. Only applying skills as they run out. Turning on the Buff Indicators can really help. However it is a measured methodical application of skills and techniques that wins here. Not a spastic spam of the skills.

    1. Block only when you need to, not all the time.
    2. Apply taunts, buffs and debuffs only as they are going to run out, no need to stack them.
    3. Heavy attacks return resources, so if you need something to do, do HAs.
    4. Get the rythym down right, you can hold aggro on a Vet boss, deal with adds, stay alive and never run out of resources.

    Of course it helps to have a Healer who knows what they are doing, and DPS that will let the Tank do their job.
    Edited by Nestor on January 13, 2020 3:49PM
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • thadjarvis
    thadjarvis
    ✭✭✭✭
    If you have lots of experience as a healer, use that experience. Think of the adds that would kill you easily without roll dodging/shielding/blocking. Those are the things you want to prioritize taunting.

    After grabbing the big danger adds, might as well just use resources to chain in all ranged enemies outside of the AOE death zone created by DDs.

    The little melee adds are non-issue and get caught in whatever CC's you have (Talons, frost wall, caltrops, etc.); if some slipped through and you want to get them, it's better to range taunt a melee rather than chain usually.

    In trials and some difficult fights some of the above doesn't apply, but it seemed you were referring to general dungeon add pulls. In Trial line of sight is used more as many enemies are immune to CC. Can use line of sight in dungeons but it's not often possible in an uncoordinated group.


  • Iskiab
    Iskiab
    ✭✭✭✭✭
    ✭✭✭
    Only thing that hasn’t been said is as a DK I liked rooting the mobs around me and hitting them with that minor main.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • ZonasArch
    ZonasArch
    ✭✭✭✭✭
    ✭✭
    The initial aggro on a group of mobs, if done with an AoE, also gets aggro for a few seconds making it easy to hold big groups together without pulling one by one.
  • Radiance
    Radiance
    ✭✭✭✭✭
    Taunt.
  • zvavi
    zvavi
    ✭✭✭✭✭
    ✭✭✭✭✭
    But there always seems to be a slew of little ads running around, and I feel like I'm trying to herd cats.
    That's the dds fault for not kiting add properly into the stack, your job as the tank is to get heavy hitters and if u have time to round up the adds dds cant. Therefore, chain archers/mages. If the melee adds running after 1 dd at the other side of the map, i assure you, the dd is not supposed to run at the other side of the map.
    Edited by zvavi on January 14, 2020 6:36AM
  • Iskiab
    Iskiab
    ✭✭✭✭✭
    ✭✭✭
    zvavi wrote: »
    But there always seems to be a slew of little ads running around, and I feel like I'm trying to herd cats.
    That's the dds fault for not kiting add properly into the stack, ypur job as the tank is to get heavy hitters and if u have time to round up the adds dds cant. Therefore, chain archers/mages. If the melee adds running after 1 dd at the other side of the map, i assure you, the dd is not supposed to run at the other side of the map.

    PvE basics, yup. Kite it over the aoe stack and it’ll get peeled.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • bmnoble
    bmnoble
    ✭✭✭✭✭
    ✭✭
    As others have said if your a DK use your chains to pull the ranged ads to you and to aggro dangerous ads that cant be pulled but can easily kill the other party members so they change focus and attack you giving you a chance to taunt them properly.

    If your not a DK the undaunted range taunt can be useful or Silver leash from the Fighters guild skill line, frost staff heavy attack can also be used but it is a slower method of taunting that does not provide major breach/fracture.


    So long as you take care of keeping the boss focused(usually facing away from the group, even if you get stupid DPS who insist on standing right next to you) on you and the more powerful mobs and keeping ads away from your healer if they are in trouble, your Damage dealers should be able to make short work of the weaker ads even if they are spread out especially in normal dungeons.

    So long as you manage to do that/stay alive you should get no complaints from your party, if you don't manage to pull every single weak mob together its not the end of the world.


    Just think of it this way, if your worrying about all the little ads running around you might forget to renew your taunt on the boss which will then go after another group member, your better off not taunting every ad than losing control of the boss.


    This all assumes you get an adequate group, trust me you will know when you get a low damage group that 9 times out of 10 your better off abandoning, assuming you don't want to spend more than an hour in that dungeon assuming the group manages to clear the dungeon that is.
  • robpr
    robpr
    ✭✭✭✭✭
    Don't waste resources on taunting everything. Chain all the mobs you can then use Talons to keep them in one place, DDs AoEs will do the rest. As for prioritizing that need to be learned - just pick heavy hitters and make them angry, chain&talon the rest. Non-boss mobs that can't be chained is usually a good indicator that 'it can hit badly'.
    Also do not spam taunt on single thing. That can make them overtaunt and become immune to taunting for couple of seconds.
  • zvavi
    zvavi
    ✭✭✭✭✭
    ✭✭✭✭✭
    robpr wrote: »
    Also do not spam taunt on single thing. That can make them overtaunt and become immune to taunting for couple of seconds.

    it was changed YEAAAAAARS ago. now things can get over taunted only if someone else is taunting as well. if you are the only one taunting it cant be over taunted no more. would still advise against it though, waste of resources.
    Edited by zvavi on January 14, 2020 6:55AM
  • Hawke
    Hawke
    ✭✭✭✭
    Puncture and Inner Fire are your only options to hold agro.

    To start agro, you have to aoe the mobs first. Eventually the dps will get that agro, but that is their problem.

    Your problem is to agro the big bads or the heavies (such as Ogrims). The little adds are up to the individual to handle.
  • Bradyfjord
    Bradyfjord
    ✭✭✭✭✭
    Lots of good suggestions in here. I play a Dunmer DK, but I know how slow the class feels sometimes.
    I'd like to add a suggestion.

    Turn Evil (morph of Circle of Protection)
    • Protects allies standing in it
    • Gives Minor Protection (8% dmg reduction)
    • Fears normal mobs in place for a couple seconds.

    With a good clump of mobs, casting this skill once turns them all into target dummies.
    This skill's weakness is when mobs are spread out.

    This suggestion is meant to add to your adaptability. Tanks have to adjust to the situation fight by fight. In 4 person content, I sometimes even switch my s&b to 2hander so I can cleave/rally if things are trash-heavy and I can get away with it.
  • Grianasteri
    Grianasteri
    ✭✭✭✭✭
    I'm really new to playing this role (usually play a healer), but I have a Nord DK tank that I'm using to try to understand some basics of playing one (CP is around 300). I have a front bar with One Hand and Shield, using Puncture and Heroic Slash, plus Absorb Missile and Igneous Shield (dragon blood for extra healing). Magma Armor is the Ult. This part I get. Hit big bad dude with Puncture to *** him off, then tank his aggression.

    But there always seems to be a slew of little ads running around, and I feel like I'm trying to herd cats. Is there something I should be doing to get the majority of the crowd reeled in? Should I be using other ranged taunts (rather than trying to run and puncture them)? I have Inner Fire, but I'm never sure if it's my job to worry about distant ranged enemies, or let the DD players take care of them. I've used Elemental Blockade with a lightning staff to open fights on a crowd, but it seems like there are always a few rogues that don't seem to focus on me.

    Any tips?

    Good questions.

    Your key taunts are Puncture from the Sword & Shield line (melee taunt), Inner Fire from the Undaunted line (ranged taunt), and a heavy attack from a Frost staff also taunts (ranged).

    Your primary function in general, is to taunt any boss and any large hard hitting adds, and maintain this 100%. There are variations to deal with mechs and tactics in certain content, but thats your main role. Taunt and dont die.

    Now, the issue you raise is often referred to as an "add pull". As in pulling all the additional enemies, the little ones, into as small an area as possible, therefore greatly increasing the combined damage of the dps in the group. This is one of the secondary jobs of the tank, but is still very important.

    You can do this in a number of ways and will need to learn what works in what content. One of the most fundamental, easy and efficient ways this is achieved is for a group to allow the tank to engage the enemy several seconds before they join, all enemies will automatically attack the tank as they enter the fray, (tank can lay down their aoes and fire ranged damage at as many enemies as possible to help), all melee adds will close in on the tank, during this opening few seconds the bosses and large adds should be taunted, and the tank should then use skills like Silver bolts or the DK chains, or the Warden Frozen gate, to pull as many ranged adds to them as possible.

    This process takes practice and skill to do efficiently. The goal is to pool the enemies together, not taunt them all, it can be fund to taunt everything and I do so often depending on the content, but no one expects you to do so.
    Edited by Grianasteri on January 15, 2020 10:50AM
  • Hexvaldr
    Hexvaldr
    ✭✭✭
    As an addition for any warden tanks out there reading, portals can be really good and effective with some practice. It helps to raise your camera viewpoint vertical axis in the settings so you can aim further and more precisely. Expect some mobs to rush your heal and dd's? Preemptively drop portals on your group and as soon as the mobs run to them, they'll be ported to you and the aoe stack.
  • Bradyfjord
    Bradyfjord
    ✭✭✭✭✭
    As a rule of thumb, if it's a single small add or if it's half dead, and it gets away I just let the dps handle it. The way I see it, as a tank, my job is to handle to big picture of the fight. While tanking, I want to (and should) control every mob, sometimes one of the low priority mobs gets away. If your dps isn't potatoes they will burn it or cc it.
  • Nestor
    Nestor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Its not just holding Taunt, its how and where you do it.

    1. Always try to face the boss away from the rest of the group. Try to pull them to the side.
    2. Move towards a corner or a wall if the boss is one of those mobile ones that break taunt and run around, one of the bosses in Crypt of Hearts is notoroous for this. Anyway, i face him to a wall and when runs, he runs into the wall.
    3. Some bosses gain power from their adds, moving them away can weaken them.
    4. Bash them when they are winding up a magic attack or Heavy to stun them
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Bradyfjord
    Bradyfjord
    ✭✭✭✭✭
    Nestor wrote: »
    Its not just holding Taunt, its how and where you do it.

    4. Bash them when they are winding up a magic attack or Heavy to stun them

    I wish more players would remember to interrupt. Communication is amazing to arrange for this though. But it would be nice if we didn't have to ask people to pay attention.
Sign In or Register to comment.