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Tanking

kemirkemir Member Posts: 10 Arc User
edited February 2014 in General Discussion (PC)
So... Is it just me or there is no tanks in this game? I NEVER saw situation where oone person would hold mobs. Every group PvE fight is total mess with mobs ruining wild, and players getting cauth in AoE of mobs targeting someone else. So why it is like that? Is there rly no way for 1 person to hold aggro group of mobs? Or it just that i never played with some one skilled?. I even created my own guardian fighter just to see for myself, im currently lv 23 but didynt had much chance to test it.
Post edited by kemir on

Comments

  • mconosrepmconosrep Member Posts: 0 Arc User
    edited February 2014
    Sadly tanks aren't useful at present, so going for the highest DPS choice is relatively the best option.

    Currently the endgame dungeons consist of a mass of enemies with the finale being a giant sack of HP 'boss' who summons a mass of adds so the most useful classes are those with good AOE and debuffs/control abilities. Consequently Control Wizards are by far the best choice, with Great Weapon Fighters being next, although quite a bit behind due to their lack of control/debuffs. Devoted Clerics are useful too for mitigation and healing (in that order really). Hunter Rangers, Trickster Rogues and Guardian Fighters are pretty much irrelevant in PvE right now.
  • jorifice1jorifice1 Member Posts: 1,042 Arc User
    edited February 2014
    Tanks are most useful in Premade Groups from the same Guild with fully planed out roles for each character. In Pugs most folks are so used to a group that is so badly miss matched that they basically have learned to do without anything but the bare necessities, relying only on themselves and hoping that their team-mates can, at the least, remember which button makes the little man go FORWARD and which makes him go BACKWARDS. And when you reach the "Pro's", they only want speed-runners geared and specked for exploiting only runs. If you aren't so ridiculously over-powered that you couldn't POSSIBLY use anything whatsoever dropped in the Dungeon, then you aren't powerful enough for their group. So, if you want good Tanking, start your own Group. Look for the folks in the Neverwinter Legit Community. They run Dungeons Exploit Free.

    'Wen considered the nature of time and understood that the universe is, instant by instant, recreated anew. Therefore, he understood, there is in truth no past, only a memory of the past. Blink your eyes, and the world you see next did not exist when you closed them. Therefore, he said, the only appropriate state of the mind is surprise. The only appropriate state of the heart is joy. The sky you see now, you have never seen before. The perfect moment is now. Be glad of it.' Terry Pratchet The Thief Of Time
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited February 2014
    jorifice1 wrote: »
    Tanks are most useful in Premade Groups from the same Guild with fully planed out roles for each character.

    Not disagreeing that those are the situations where a tank is the most useful, but right now for PvE there is little point in a tank class. There ARE some impending buffs for the GF which might help but that is primarily because they should hopefully increase its DPS rather than because they enable the class to tank better.

    If the OP wants a 'tanky' class than he might as well continue until the new set of changes comes through, and if the GF isn't in a better place then he should perhaps consider a GWF. Still a 'tanky' class (although with no real taunt or aggro generation outside pure DPS to speak of) but with their good AOE they are currently much more useful in PvE.

    Or just roll a CW like so many other people so that he can get into the endgame '3CW + DC + 1 other' groups....
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    edited February 2014
    Part of the problem is, simply that the taunt and agro mechanics are poorly thought out.

    A tank can really only build threat on marked targets. However, mark by itself generates little to no agro, Unless you spec for it directly. Marking simply acts as a threat buff, that increases threat when you hit marked targets. The real kicker however, is you loose your mark if you are hit by a marked target.

    So in order for a tank to build threat and hold it. They would need to mark every single target they wish to tank. Do damage to each and every target. Ensure that damage is enough to maintain threat. And do so, all without getting hit, and therefor loosing their primary threat buff available to them.
  • echokazulechokazul Member Posts: 149 Arc User
    edited February 2014
    Oddly enough, one of the more useful roles for GFs is not tanking, but kiting. They're pretty good for aggro'ing all the add ons, and then running in circles, keeping them busy while the others kill the boss.Tanking itself isn't really going to get you far. If anything, it means it will take the massive hoard a few seconds longer to kill you then the other classes.
    Kyba Fell- Tiefling GF (Main)
    RainFeather- Dragonborn DC
    Rune Fell- Drow CW
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited February 2014
    echokazul wrote: »
    Oddly enough, one of the more useful roles for GFs is not tanking, but kiting. They're pretty good for aggro'ing all the add ons, and then running in circles, keeping them busy while the others kill the boss.Tanking itself isn't really going to get you far. If anything, it means it will take the massive hoard a few seconds longer to kill you then the other classes.

    True, but this can also easily be done on a DC or GWF, and as currently the most effective classes for dungeons are CW, DC/GWF, TR/HR/GF in that order, there is at the present time little incentive to take a GF. Most groups will have a DC and in those groups that are over-geared enough to not need a DC then a GWF has better DPS than a GF and can also kite very well.

    Of course the fundamental issue as sockmunkey alluded to is the lack of a proper aggro mechanic, which renders the GF effectively irrelevant.
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    edited February 2014
    mconosrep wrote: »
    Of course the fundamental issue as sockmunkey alluded to is the lack of a proper aggro mechanic, which renders the GF effectively irrelevant.

    Yea, the agro mechanic seems to have been built around holding and maintaining threat on boss type mobs. They are easy to mark, and easy to maintain the mark. If there is a strong boss, you need to hold in place, a GF can do the job rather well.

    The problem is, in most cases, the boss is generally the most insignificant mob in the room. Its the endless rush of adds and minions that cause the problems. And GFs simply dont have the tools available to keep their attention.
  • kemirkemir Member Posts: 10 Arc User
    edited February 2014
    O ty for all the responses. I'm not going to roll CW since i don't like mage-type classes, and CW imo are far too strong to be fun. I think i roll GWF since i always liked fighter-type classes.
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited February 2014
    kemir wrote: »
    O ty for all the responses. I'm not going to roll CW since i don't like mage-type classes, and CW imo are far too strong to be fun. I think i roll GWF since i always liked fighter-type classes.

    Good luck!

    Given that you originally chose a GF then leveling up a GWF also makes sense. Do remember though that there are some balance changes being discussed which should improve GF's DPS and could decrease GWF's. Of course you have 2 slots at least anyway...
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