Yerros Posted January 19, 2012 Posted January 19, 2012 Threat Really isnt a problem with Juggs its the pulls themselves that dont help dont know bout anyone else but damnit every pull or boss has too many shooters that like too be just out of range from each other so your AOE abilities dont hit everyone and you have too pick and choose and even if u interupt them they have some other skill which is ranged they use and dont move but once u can gather them all up Sweeping slashes and smashes they all stay together. I agree with the 'too many shooters sentiment' but that is doable with LOS pulls, so you get them all to bunch up nicely on a corner. I do have a bit of a gripe with threat and taunt mechanics. Currently taunt does not equalize your threat with the person currently highest on threat, it merely forces the mob to attack the tank for 6 seconds, during which time you have to generate more threat than all the other DPS nuking the target. Considering our threat is basically 1.5x our damage, I occasionally find it very hard work to generate enough aggro to keep the mob on me with a Marauder, dps merc or assasin nuking it without a pause after taunt. I literally have to have my highest damage instants ready whenever that happens. I've also specced from full Immortal build (31/10/0) to a hybrid Veng build (14/27/0) just to keep the threat. I've also been thinking of using a couple of dps items with loads of strength or power to generate that extra bit of damage. One thing I was wondering about is tanking on longer duration fights. For players in melee range the threshold for gaining aggro is a 110% of the current aggro holder. With the fight going on longer and longer, the 10% difference increases every time in absolute terms. Which means that should I, as the tank, lose aggro fairly late in a fight, I would have to generate a huge amount of threat in those 6 seconds. The new aggro holder would be at 100% threat, I'd be effectively at 91% of his threat at the moment I lose aggro. I would then have to generate the missing 9% and another 10% of threat to overtake the DPS, assuming the DPS who pulled aggro stops nuking. I would have 6 seconds to do so. Am I missing something here, or does tanking become Mission Impossible on a longer encouter with DPS players who know their stuff?
zhardin Posted February 10, 2012 Posted February 10, 2012 Pigeon you're mentally challenged, obviously, Immortal is a MT, you're probably using a tank companion, and don't have your guard up, IMMORTAL = MT. When tanking in FPs or OPs, you have to bust your *** to get aggro, I will give you that, and that only, but, as I've played many MMOs before this one, that's a nice thing about this game, it's not a given, you've actually got to know your rotation and know how to play, things I'm assuming you're lacking...
PigeonSaurus Posted February 29, 2012 Author Posted February 29, 2012 Sorry guys, coulden't find this post. Search function didn't work. Thanks for all the replies. I am a level 20 sith juggernaut, full "blue" defensive heavy armor(almost full blue). Soressu form ofcourse, hehe. Everyone says at low lvl its normal for your companion to do outragious amount of damage and thus take the agro. While this is dissapointing from my perspective, as a tank, its not a dissaster. Agro is not the main focus on lower level's perhaps.
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