These bosses that ignore taunt are not too dangerous and the player targeted can easily avoid their attacks buy rolling, stepping aside or blocking and shielding. But what I don't like about these bosses as a tank is that some people get toxic and think I'm not doing my job. This is not just in easy base game dungeons. I've been called out in vet dlcs when some pug didn't know the mechs. Last week in vFV, some pug totally lost it and started insulting after he got punched in the air by the 1st troll boss. I interrupted the boss and the guy didn't die but he thought I lost taunt lol. Same as happened in vMHK 3rd WW boss jumping on someone, vSCP Zaan fire etc. No wonder not many tanks wanna pug.
Is there a reliable way to regain their attention on me? Like going close and hitting with heavy? My magic pool isn't large enough to keep firing inner fire and I noticed some of dps players don't have self heal and literally can't take any hit.
I can think of several other boss mechanics that will target a random player regardless of taunt, and some who are even untauntable.
The Engine Guardian in Darkshade II, for starters, is pretty much impervious to taunt, the tank's business there is to handle the powerful dwarven sphere adds.
Both The Whisperer (Spindle 1) and Allene Pellingare (Wayrest 1) have a big hitting attack that targets a random player. The Whisperer, I believe has a ranged attack "Web Blast" that can be dodge-rolled: Allene has a leap and backstab attack which can be blocked (even if she is standing behind you, hold Block.) In either case, it should half-kill a genuine tank and is on the borderline of one-shotting anyone else if not avoided. Tanks should turn The Whisperer away from the party simply so they get an extra bit of warning to dodge-roll if she turns around to face them: there's not much you can do about Allene except keep an eye on her and hold Block as soon as she jumps and disappears.
And Stormreeve Neidir on Tempest Island has the nasty combination of two attacks: a big, channeled, expanding circular AOE which you have to get out of before it explodes (in addition to major damage, it also knocks players back and stuns them), and a heavy damaging leap-attack which may target the furthest player but only OUTSIDE the range of the AOE, forcing players to stay inside the critical radius most of the time and only dodge out of it when the explosion is about to happen.
Several bosses have mechanics that target other players, but that one on Arx is bugged.
Code explained it really well in another post that she gets taunt immunity if the tank re-taunts before 10 or 12 seconds, I think.
I'll see if I can find the post and update this here.
ssewallb14_ESO wrote: »Several bosses have mechanics that target other players, but that one on Arx is bugged.
Code explained it really well in another post that she gets taunt immunity if the tank re-taunts before 10 or 12 seconds, I think.
I'll see if I can find the post and update this here.
Here:
https://forums.elderscrollsonline.com/en/discussion/comment/4382645/#Comment_4382645
Basically the mechanic triggers overtaunt if you try to taunt her too many times while she's taunt immune, making the immunity phase way longer than it should be.
These bosses that ignore taunt are not too dangerous and the player targeted can easily avoid their attacks buy rolling, stepping aside or blocking and shielding. But what I don't like about these bosses as a tank is that some people get toxic and think I'm not doing my job. This is not just in easy base game dungeons. I've been called out in vet dlcs when some pug didn't know the mechs. Last week in vFV, some pug totally lost it and started insulting after he got punched in the air by the 1st troll boss. I interrupted the boss and the guy didn't die but he thought I lost taunt lol. Same as happened in vMHK 3rd WW boss jumping on someone, vSCP Zaan fire etc. No wonder not many tanks wanna pug.