![]() |
|
Welcome to the Vanguard Spheres forums. You are currently viewing our boards as a guest which gives you limited access to view our discussions, articles/interviews and photo galleries. By joining our community you will gain access to post your own topics, communicate privately with other members (PM), respond to polls, upload your own photos and access many other special features and tools like our upcoming Guild Management Tool (GMT). Registration is fast, simple and absolutely free so please, join our community today! As a bonus this banner will disappear once you are registered! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
LinkBack | Thread Tools |
|
|
#1 (permalink) |
|
Junior Member
|
Tanking tip for this games mechanics.
Get the first hit. I've noticed that whoever gets the first hit on a mob whether it's 40dmg or 150dmg they will have that mobs initial aggro for at least 3-5 hits. My cleric friend and I tested it on some mobs and when he pulled with a nuke it took me at least 3 hits (1 taunt and 2 taunting strikes) to get aggro. So as of right now it looks like tanks are gonna have to be pullers in this game also.
|
|
|
|
|
|
#4 (permalink) |
|
Senior Member
|
Well for one thing, those are rescues and they are supposed to work that way.
I have noticed this too. We were doing a power group session in Khegor's End the other night and as myself and the other tank kept leap frogging each other I noticed that if he pulled, he could hold it with just an arrow shot for a good 3 hits. I could taunt, I could do whatever and it always took a few before it came to me. The same thing worked in reverse for me too. If I pulled it, it was on me for a few hits. This may be a mechanic installed more for raids and tough group bosses. The most trying time of any fight is the first few seconds where the tank is building agro, the group needs to debuff, and the healers need to keep the tank up. With this mechanic, the first few seconds are a lock. If the tank is pouring on the agro moves, the healers can heal and the debuffers can go to work.
__________________
Xerokill DreadFist - Lesser Giant Dread Knight (Hanseatica) - Thunderaxe
|
|
|
|
|
|
#5 (permalink) |
|
Junior Member
|
I've noticed this too. When grouping with a SHM MNK and RNG. IF either the monk or ranger pulled it was near impossible to get the aggro off them until the fight was nearly over. On the other side of this, it was extreemly easy to keep agro if I pulled, even with these heavy damage dealers giving it everything they had. It did work ok to have them pull if everyone held off whacking at the mob until I got a few good hits/taunt after the pull.
|
|
|
|