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Mass agro skill for tank s ?

Wlnamp
Wlnamp
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I propose adding mas agro skill for tanks to the shields section.
with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
+ 5 times increase the number of threats caused by damage under the role of "tank"
Edited by Wlnamp on April 14, 2020 9:57AM
  • Major_Lag
    Major_Lag
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    Wlnamp wrote: »
    Major_Lag wrote: »
    Your suggestion is so poorly worded that I have a hard time deciphering what it is that you actually want.

    But if by "mass aggro" you mean an AoE taunt effect, then this will not happen - ZOS has previously stated that their design intent for tanks runs contrary to the existence of AoE taunts in general, and that this is not a direction they intend to take.

    that is, the presence of the role "tank" is normal, and the lack of a mass taunt tank is also normal.
    But local tanks still manage to mass aggro through aoe skills
    If you mean grabbing the "initial aggro" from enemies, then yes. You can use any damaging AoE ability to do that. For example wall of elements, or caltrops.

    But unless you individually taunt the enemies ASAP, they will quickly switch aggro to the DDs or healer.
    This is intended - a tank is meant to use their taunt(s) to prioritize the most dangerous enemies, and not indiscriminately taunt everything in the room.

    In any competent group, the DDs and healer can take the aggro from the less dangerous trashmobs without dying. So don't worry about taunting ALL of the trash.
  • Coppes
    Coppes
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    Wlnamp wrote: »
    I propose adding mas agro skill for tanks to the shields section.
    with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
    + 5 times increase the number of threats caused by damage under the role of "tank"

    Unlike most MMOs, I don’t think ESO has a complex threat generation equation.
    Edited by Coppes on April 14, 2020 10:31AM
  • Wlnamp
    Wlnamp
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    Coppes wrote: »
    Wlnamp wrote: »
    I propose adding mas agro skill for tanks to the shields section.
    with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
    + 5 times increase the number of threats caused by damage under the role of "tank"

    Unlike most MMOs, I don’t think ESO has a complex threat generation equation.

    you need to try playing for a healer with random ones to see how bad it is

    bad is a very soft word in this context.
    Edited by Wlnamp on April 14, 2020 10:52AM
  • Major_Lag
    Major_Lag
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    Wlnamp wrote: »
    Coppes wrote: »
    Wlnamp wrote: »
    I propose adding mas agro skill for tanks to the shields section.
    with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
    + 5 times increase the number of threats caused by damage under the role of "tank"

    Unlike most MMOs, I don’t think ESO has a complex threat generation equation.

    you need to try playing for a healer with random ones to see how bad it is

    bad is a very soft word in this context.
    If you are complaining that you keep running into bad tanks when you are playing as a healer - congratulations, you have experienced one of countless many "fake tanks" in ESO.

    This is not a "lack of AoE taunt" problem, it's a "I don't want to wait in the huge DPS queue" problem.
    No amount of taunt skills, or even AoE taunts, will help with that - because those players never intended to tank anything in the first place.

    Usually, but not always, those players also do a very bad job at dealing damage, die very easily, and blame the healer or the DPS. Just kick that trash from the group.
  • MongooseOne
    MongooseOne
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    Unlike most MMOs, I don’t think ESO has a complex threat generation equation.
    [/quote]

    you need to try playing for a healer with random ones to see how bad it is

    bad is a very soft word in this context.[/quote]


    I’m new to tanking so I’m curious what you think is bad. So far taunting seems to be a hard lock for a certain time frame. Unless the boss has a mechanic to attack a random character he doesn’t move off me.

    I’m new though so can easily be missing something.
  • Major_Lag
    Major_Lag
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    I’m new to tanking so I’m curious what you think is bad. So far taunting seems to be a hard lock for a certain time frame. Unless the boss has a mechanic to attack a random character he doesn’t move off me.

    I’m new though so can easily be missing something.
    You are correct on both accounts.

    However, some bosses have a "taunt shedding" mechanic, where they will suddenly drop the taunt and need to be retaunted.
    And then there are certain bosses which can never be taunted - they ignore any and all taunts, which IMO is the epitome of poor, lazy dungeon design.
    (edit: quoting fail)
    Edited by Major_Lag on April 14, 2020 11:15AM
  • Helgarth
    Helgarth
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    Wlnamp wrote: »
    I propose adding mas agro skill for tanks to the shields section.
    with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
    + 5 times increase the number of threats caused by damage under the role of "tank"

    Somehow agree, taunting every mob after a pull is kind of tedious useless work since it will be done anyway but I don't know, I guess people like it.
  • Major_Lag
    Major_Lag
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    Helgarth wrote: »
    Wlnamp wrote: »
    I propose adding mas agro skill for tanks to the shields section.
    with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
    + 5 times increase the number of threats caused by damage under the role of "tank"

    Somehow agree, taunting every mob after a pull is kind of tedious useless work since it will be done anyway but I don't know, I guess people like it.
    A better question is, why would you even want to do that?
    Especially when the content is specifically designed around the current individual taunt mechanics?

    In the majority of content it's not needed to tank every enemy mob - it's sufficient to just pull them into a pile, CC them and let them burn in the AoEs.
    Only the most dangerous mobs need to be taunted, which is usually not more than 2-3 from each trash pull.
  • Wlnamp
    Wlnamp
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    Major_Lag wrote: »
    Helgarth wrote: »
    Wlnamp wrote: »
    I propose adding mas agro skill for tanks to the shields section.
    with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
    + 5 times increase the number of threats caused by damage under the role of "tank"

    Somehow agree, taunting every mob after a pull is kind of tedious useless work since it will be done anyway but I don't know, I guess people like it.
    A better question is, why would you even want to do that?
    Especially when the content is specifically designed around the current individual taunt mechanics?

    just pull them into a pile

    how ?

    Edited by Wlnamp on April 14, 2020 11:31AM
  • Donny_Vito
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    Helgarth wrote: »
    Wlnamp wrote: »
    I propose adding mas agro skill for tanks to the shields section.
    with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
    + 5 times increase the number of threats caused by damage under the role of "tank"

    Somehow agree, taunting every mob after a pull is kind of tedious useless work since it will be done anyway but I don't know, I guess people like it.

    You don't have to do that. But that separates a good tank from just an average tank. A good tank will gather all the adds in a central location while maintaining taunt on the highest priority adds (2h'ers and S&Bs that hit hard). It takes times to really get good at being a tank, and honestly you don't realize all the nuances of a tank until you also master the DD/healing roles and you know exactly what the team needs in every situation.

    On the subject, a mass taunt is not needed. And the whole threat generation stuff can stay away from this game...that functionality is garbage in my opinion.
  • Bradyfjord
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    Major_Lag wrote: »
    In the majority of content it's not needed to tank every enemy mob - it's sufficient to just pull them into a pile, CC them and let them burn in the AoEs.
    Only the most dangerous mobs need to be taunted, which is usually not more than 2-3 from each trash pull.

    I love Turn Evil for that. It stops all the trash, and it dies quick to party aoe.
  • ZOS_RogerJ
    ZOS_RogerJ
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  • Artanisul
    Artanisul
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    I see conflicting opinions here.

    Some say just the boss. Some say, yeah! taunt all the adds.

    Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.

    What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.

    Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.
  • MattT1988
    MattT1988
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    This game doesn’t need an AOE taunt, it would take a chunk of the challenge away from tanking. This isn’t WOW.
    Wlnamp wrote: »
    Major_Lag wrote: »
    Helgarth wrote: »
    Wlnamp wrote: »
    I propose adding mas agro skill for tanks to the shields section.
    with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
    + 5 times increase the number of threats caused by damage under the role of "tank"

    Somehow agree, taunting every mob after a pull is kind of tedious useless work since it will be done anyway but I don't know, I guess people like it.
    A better question is, why would you even want to do that?
    Especially when the content is specifically designed around the current individual taunt mechanics?

    just pull them into a pile

    how ?

    Are you new?

    Chains, Silver Leash, Swarm Mother, Beckoning Armour and Frozen Gate. There’s plenty of ways to pull in ranged enemies, I even might of missed one or two. Hell for melee ones you just need to hit a range taunt and they run right to you.
    Edited by MattT1988 on April 14, 2020 3:01PM
  • Royaji
    Royaji
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    Artanisul wrote: »
    I see conflicting opinions here.

    Some say just the boss. Some say, yeah! taunt all the adds.

    Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.

    What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.

    Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.

    It's actually very simple. Your job as a tank is to take the hits your DDs can't take. But there is a catch. They can take quite a lot of hits. This one random add won't kill your DD. Even two random adds won't kill your DD. They are actually quite resilient and usually have a healer to keep them alive too.

    What will kill your DDs is that big guy with a two-handed sword doing a heavy attack. Or that sword and shield guy doing his kung-fu spin kick. Or that archer casting snipe from thrity meters away. Or that giant werewolf... you get the point. At the very basis, as a tank you should be able to identify which enemies are capable of essentially one-shotting other members of your group and getting a hold of them. That's it. You are more than capable of doing that with single target taunt.

    If you aspire to be a good tank, you can also stack all of the enemies in a nice pile to be quickly cleaved. You don't have to taunt them for that. A combination of pulls and AoE immobilizations/stuns is more than sufficient for this task.

    You already have all of the tool kit to perform your intended role. [snip].

    [edited for baiting]
    Edited by ZOS_FalcoYamaoka on April 14, 2020 6:31PM
  • Artanisul
    Artanisul
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    Royaji wrote: »
    Artanisul wrote: »
    I see conflicting opinions here.

    Some say just the boss. Some say, yeah! taunt all the adds.

    Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.

    What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.

    Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.

    It's actually very simple. Your job as a tank is to take the hits your DDs can't take. But there is a catch. They can take quite a lot of hits. This one random add won't kill your DD. Even two random adds won't kill your DD. They are actually quite resilient and usually have a healer to keep them alive too.

    What will kill your DDs is that big guy with a two-handed sword doing a heavy attack. Or that sword and shield guy doing his kung-fu spin kick. Or that archer casting snipe from thrity meters away. Or that giant werewolf... you get the point. At the very basis, as a tank you should be able to identify which enemies are capable of essentially one-shotting other members of your group and getting a hold of them. That's it. You are more than capable of doing that with single target taunt.

    If you aspire to be a good tank, you can also stack all of the enemies in a nice pile to be quickly cleaved. You don't have to taunt them for that. A combination of pulls and AoE immobilizations/stuns is more than sufficient for this task.

    You already have all of the tool kit to perform your intended role. Time to deal with your "learn to play" issues.

    Wonderous!

    Group enters room. Tanks moves into room with "Gap Closer" hitting the boss and imediately "taunts." Dps unleashes hell with arrow rain/ground fires/meteors from the sky etc. The tanks second move is to grab the sniper archer= "gap closer/taunt. The entire room, except the two things taunted, now charges the various damage sources. The aoe imob skill did FAR less damage then the hell raining down on them and they would like to talk to those folks. The tanks next move is to somehow "just gather them up so DPS can cleave."


    This situation is day one PUG tanking. This most definitely is a learn to play issue. Just not MY learn to play issue.
    Think before you blame the tank.
  • Major_Lag
    Major_Lag
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    Artanisul wrote: »
    I see conflicting opinions here.

    Some say just the boss. Some say, yeah! taunt all the adds.

    Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.

    What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.

    Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.
    If you have issues with the DDs constantly running ahead of you, maybe you should either:
    • try asking politely in group chat to let you aggro the mobs first, or
    • form your own group with friends or guildies, who you can rely on to behave properly in dungeons, or
    • consider using a mobility skill (for example, RAT) on your tank, or
    • if all else fails, change to a class with inherently superior mobility, such as a Sorc.

    It also sometimes helps to let the DDs die to whatever mobs they foolishly pulled before the tank was ready to control them.
    Eventually, they will either learn their lesson or leave the group - and there's no shortage of DDs in the group finder!

    Finally, if you have a destro staff or bow backbar on your tank - as you should - then you can easily grab the initial aggro on enemies by just hitting them with a light attack from range.
    If using a lightning staff with the trifocus passive, just do a medium (channeled) attack - it's an AoE and will usually aggro the whole pack.
  • Royaji
    Royaji
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    Artanisul wrote: »
    Royaji wrote: »
    Artanisul wrote: »
    I see conflicting opinions here.

    Some say just the boss. Some say, yeah! taunt all the adds.

    Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.

    What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.

    Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.

    It's actually very simple. Your job as a tank is to take the hits your DDs can't take. But there is a catch. They can take quite a lot of hits. This one random add won't kill your DD. Even two random adds won't kill your DD. They are actually quite resilient and usually have a healer to keep them alive too.

    What will kill your DDs is that big guy with a two-handed sword doing a heavy attack. Or that sword and shield guy doing his kung-fu spin kick. Or that archer casting snipe from thrity meters away. Or that giant werewolf... you get the point. At the very basis, as a tank you should be able to identify which enemies are capable of essentially one-shotting other members of your group and getting a hold of them. That's it. You are more than capable of doing that with single target taunt.

    If you aspire to be a good tank, you can also stack all of the enemies in a nice pile to be quickly cleaved. You don't have to taunt them for that. A combination of pulls and AoE immobilizations/stuns is more than sufficient for this task.

    You already have all of the tool kit to perform your intended role. Time to deal with your "learn to play" issues.

    Wonderous!

    Group enters room. Tanks moves into room with "Gap Closer" hitting the boss and imediately "taunts." Dps unleashes hell with arrow rain/ground fires/meteors from the sky etc. The tanks second move is to grab the sniper archer= "gap closer/taunt. The entire room, except the two things taunted, now charges the various damage sources. The aoe imob skill did FAR less damage then the hell raining down on them and they would like to talk to those folks. The tanks next move is to somehow "just gather them up so DPS can cleave."


    This situation is day one PUG tanking. This most definitely is a learn to play issue. Just not MY learn to play issue.
    Think before you blame the tank.

    The fact that you are using a gap closer as a tank and not using Inner Fire and Unrelenting Grip/Frozen Gate/Silver Leash, are incapable of getting a hold of the situation within multiple seconds of immobilization, and believe that enemies switch targets based on their damage output is indeed a learn to play issue. :wink:
  • Major_Lag
    Major_Lag
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    Royaji wrote: »
    Artanisul wrote: »
    Royaji wrote: »
    Artanisul wrote: »
    I see conflicting opinions here.

    Some say just the boss. Some say, yeah! taunt all the adds.

    Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.

    What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.

    Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.

    It's actually very simple. Your job as a tank is to take the hits your DDs can't take. But there is a catch. They can take quite a lot of hits. This one random add won't kill your DD. Even two random adds won't kill your DD. They are actually quite resilient and usually have a healer to keep them alive too.

    What will kill your DDs is that big guy with a two-handed sword doing a heavy attack. Or that sword and shield guy doing his kung-fu spin kick. Or that archer casting snipe from thrity meters away. Or that giant werewolf... you get the point. At the very basis, as a tank you should be able to identify which enemies are capable of essentially one-shotting other members of your group and getting a hold of them. That's it. You are more than capable of doing that with single target taunt.

    If you aspire to be a good tank, you can also stack all of the enemies in a nice pile to be quickly cleaved. You don't have to taunt them for that. A combination of pulls and AoE immobilizations/stuns is more than sufficient for this task.

    You already have all of the tool kit to perform your intended role. Time to deal with your "learn to play" issues.

    Wonderous!

    Group enters room. Tanks moves into room with "Gap Closer" hitting the boss and imediately "taunts." Dps unleashes hell with arrow rain/ground fires/meteors from the sky etc. The tanks second move is to grab the sniper archer= "gap closer/taunt. The entire room, except the two things taunted, now charges the various damage sources. The aoe imob skill did FAR less damage then the hell raining down on them and they would like to talk to those folks. The tanks next move is to somehow "just gather them up so DPS can cleave."


    This situation is day one PUG tanking. This most definitely is a learn to play issue. Just not MY learn to play issue.
    Think before you blame the tank.

    The fact that you are using a gap closer as a tank and not using Inner Fire and Unrelenting Grip/Frozen Gate/Silver Leash, are incapable of getting a hold of the situation within multiple seconds of immobilization, and believe that enemies switch targets based on their damage output is indeed a learn to play issue. :wink:
    Yes:

    Tanks have absolutely no reason to use a gapcloser, there are other far more valuable abilities you should be slotting instead.
    In fact, once the fight starts, you shouldn't even be moving around too much - other than to get out of some very nasty AoEs.
    Keep the boss as still as possible (and facing AWAY from the group), so that the DPS can burn them with AoEs.

    To be a good tank you need at least one ranged taunt, and ideally also a melee taunt (Puncture).
    Ranged taunt is great but quite expensive - and the Undaunted ranged taunt does not debuff the enemy, you want Puncture for that anyway.

    It's really so much easier if you can grab the initial aggro. All the melee enemies will come running to attack you, right where you can easily immobilize all of them at the same time.
    You will have to pull the ranged enemies, because they tend to run away instead.

    If there are any "elite" enemies other than the boss, you will need to keep them also taunted, so that they don't run around the place causing trouble.
  • VaranisArano
    VaranisArano
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    Artanisul wrote: »
    Royaji wrote: »
    Artanisul wrote: »
    I see conflicting opinions here.

    Some say just the boss. Some say, yeah! taunt all the adds.

    Since ZOS thinks AOE taunt is not what they want, I think we need an agreed Standard Operating Proceedure.

    What makes a good tank. Keep in mind, this has to be possible with over agressive DPS and with every boss.

    Are we responsible to Taunt every thing before the rain of arrows and elemental gorund fires take something away. Even when the dps starts going as soon as we do? If that is the case, then Tanking is not possible in this game. It's not a learn to play issue. It's a give me a real tool kit issue.

    It's actually very simple. Your job as a tank is to take the hits your DDs can't take. But there is a catch. They can take quite a lot of hits. This one random add won't kill your DD. Even two random adds won't kill your DD. They are actually quite resilient and usually have a healer to keep them alive too.

    What will kill your DDs is that big guy with a two-handed sword doing a heavy attack. Or that sword and shield guy doing his kung-fu spin kick. Or that archer casting snipe from thrity meters away. Or that giant werewolf... you get the point. At the very basis, as a tank you should be able to identify which enemies are capable of essentially one-shotting other members of your group and getting a hold of them. That's it. You are more than capable of doing that with single target taunt.

    If you aspire to be a good tank, you can also stack all of the enemies in a nice pile to be quickly cleaved. You don't have to taunt them for that. A combination of pulls and AoE immobilizations/stuns is more than sufficient for this task.

    You already have all of the tool kit to perform your intended role. Time to deal with your "learn to play" issues.

    Wonderous!

    Group enters room. Tanks moves into room with "Gap Closer" hitting the boss and imediately "taunts." Dps unleashes hell with arrow rain/ground fires/meteors from the sky etc. The tanks second move is to grab the sniper archer= "gap closer/taunt. The entire room, except the two things taunted, now charges the various damage sources. The aoe imob skill did FAR less damage then the hell raining down on them and they would like to talk to those folks. The tanks next move is to somehow "just gather them up so DPS can cleave."


    This situation is day one PUG tanking. This most definitely is a learn to play issue. Just not MY learn to play issue.
    Think before you blame the tank.

    If you want the initial aggro on mobs, you have to hit the mobs with your own AOEs before the DDs do. If they hit first, then yeah, they screwed your pull and you'll be playing catch-up.

    I skip the gap-closer and use a ranged taunt like Inner Fire to grab the boss and hard-hitting adds ASAP. Then I head in with AOEs and CC, assuming the DDs waited, and start debuffing the boss. If they didn't wait, at least I have taunt on the really dangerous mobs while they mop up everything they pulled.

    Its the tank version of "can't heal stupid".
    "You pull it, you tank it."
  • le_spy
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    aoe taunt would have literally no purpose in this game, tanks that ask for it have just not learned the content and try to find ways to hide their lack of knowledge, all there is to it
  • Hexvaldr
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    You maintain aggro on most mobs for approximately seven seconds if you are the first to hit them. Open with a ranged aoe and this is your opportunity to prioritize targets and group the others. After that seven seconds, the aggro seems that randomize unless they are taunted.
  • Artanisul
    Artanisul
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    I used the "gap closer" to describe the fastest way a tank can possibly enter the fray. I have 10 skill slots, all I have to do is minor self healing and taunt. pointing at a gap closer and claiming its a learn to play issue is laughable....

    My Aoe is an imob. It draws very little attention compared to the storm the DPS is capable of. This game is not a first come first serve agro. The first one to damage the targets is not the only one to be attacked. We wouldnt need a taunt if that was the case.

    My stamina tank also is not able to use magic to taunt the enmies. I never could sustain that with the other buffs I must put up. Puncture is the name of that game....inner fire is for the wackos that tank with a staff.
  • Hexvaldr
    Hexvaldr
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    Aggro is not prioritized in ESO based on the amount of damage done. It is common courtesy and keeps things cleaner to let the tank engage encounters first. Believe me, I grew up as a tank in pugs, and I know how many DDs like to rush ahead of you.
    Edited by Hexvaldr on April 14, 2020 5:44PM
  • idk
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    Coppes wrote: »
    Wlnamp wrote: »
    I propose adding mas agro skill for tanks to the shields section.
    with two enchantments - one for max HP, the second for stamina / mana, whichever is greater.
    + 5 times increase the number of threats caused by damage under the role of "tank"

    Unlike most MMOs, I don’t think ESO has a complex threat generation equation.

    You are correct. Taunting is the only true way a tank can hold aggro. Damage, healing, and proximity do play a role.

    In other words, the game is not designed nor intended for a tank to hold agro by doing damage. It is also a bad idea add I have seen tanks trying to do damage to a boss but were not blocking the bosses heavy attacks because they were not skilled do damage and pay attention to the boss.

    It works well has it is so no need to try to change it.
  • VaranisArano
    VaranisArano
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    Azmarul wrote: »
    You maintain aggro on most mobs for approximately seven seconds if you are the first to hit them. Open with a ranged aoe and this is your opportunity to prioritize targets and group the others. After that seven seconds, the aggro seems that randomize unless they are taunted.

    They aggro on the next person to hit them after the seven seconds when aggro lapses, which is why heal-spamming healers tend to get aggro when fake tanks don't hold aggro. https://forums.elderscrollsonline.com/en/discussion/391895/a-guide-to-aggro/p1

    Nevertheless, seven seconds of initial aggro ought to be enough for you to get a good start on CCs, especially if you use a ranged taunt on the important targets before you use the AOE.
  • max_only
    max_only
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    Artanisul wrote: »
    I used the "gap closer" to describe the fastest way a tank can possibly enter the fray. I have 10 skill slots, all I have to do is minor self healing and taunt. pointing at a gap closer and claiming its a learn to play issue is laughable....

    My Aoe is an imob. It draws very little attention compared to the storm the DPS is capable of. This game is not a first come first serve agro. The first one to damage the targets is not the only one to be attacked. We wouldnt need a taunt if that was the case.

    My stamina tank also is not able to use magic to taunt the enmies. I never could sustain that with the other buffs I must put up. Puncture is the name of that game....inner fire is for the wackos that tank with a staff.

    With more experience you will realize how this is incorrect.

    The game IS first come first serve aggro for 7 seconds.
    Stamina tanks absolutely use inner fire and have been using it since before ice staff tanking. If you ever get asked to tank the Axes you won’t be able to use puncture. Use silver chains for archers and mages. If you’re on pc try the addon “Untaunted”.

    Everything else has been said already.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • Darkstorne
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    I used to think that, but I now like that there isn't an AOE taunt. It makes you think more about using skills that pull enemies together, immobilizes/fears/snares them in place, and lowers their defences so DPS can annihilate them. It's more tactical :smile:
  • SpLaTTyDaDDy
    SpLaTTyDaDDy
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    I've never been a fan of tanking in any game but eso. The fact that it doesn't have an aoe taunt is the main reason I love doing it. Takes some skill to be a good tank. Some think it's just poke and block. I have a DK meta tank in the meta builds. But my pugrunner Is my sap tank. (Baharas curse/leeching plate/livewire/alkosh/master arch/sentinel/grothdar. I have puncture on both my toons with sword n board bar and inner fire on my lightning staff bars. With my saptank I pretty much just run into a group drop ele blockade and spam sap essence. If I get 2 pull before dps runs in with all the aoe I put out from gear/skills all the adds stick 2 me until they die. (Unless it's some super hard content or the dps is slacking)

    You.got many ways to group adds up. I find the easiest is 2 is taunt or if u can actually snatch aggro for a few seconds with aoe damage. Run them all around a corner and line of sight them. Everyone plays differently. I'd be awfully sad if they dumbed tanking down more with aoe taunt.
    Wall of useless text
  • Royaji
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    Artanisul wrote: »
    I used the "gap closer" to describe the fastest way a tank can possibly enter the fray. I have 10 skill slots, all I have to do is minor self healing and taunt. pointing at a gap closer and claiming its a learn to play issue is laughable....

    My Aoe is an imob. It draws very little attention compared to the storm the DPS is capable of. This game is not a first come first serve agro. The first one to damage the targets is not the only one to be attacked. We wouldnt need a taunt if that was the case.

    My stamina tank also is not able to use magic to taunt the enmies. I never could sustain that with the other buffs I must put up. Puncture is the name of that game....inner fire is for the wackos that tank with a staff.

    If you are thinking you only need "minor self-healing and taunt" to tank it is also a learn to play (well) issue. You are also thinking that there is such a thing as "stamina tank", another L2P issue too. And yes, enemies do indeed change their targer every seven seconds based on who hit them first and when the swap happens. Should I tell you what kind of issue it is?

    Maybe I'm being too harsh. You are inexperienced. The fact that you are not aware that Inner Beast, a morph of Inner Fire, is indeed a stamina ability, only proves my point. Play some more and learn how to tank harder content and you will understand why all of your statements are objectively wrong.

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