Right, I do not know if i am doing anything wrong but I find it comical that even after marking the target, beating on it, taunting it for the heck of it, beating it on some more, not letting mark drop, etc... I still lose aggro to a Fing tank companion or a cleric just doing one heal, or a rogue just appearing. The F is the point of tanks in this game if we lose aggro the moment our forced taunt drops?
Why do people assume this game is like wow and that everything needs to be tanked?
This. +1.
NW is a completely different beast and you need to adjust your thinking and way of playing to enjoy it. If it were to change then we'd get a whole new slew of posts about how it's another WoW clone... I, for one, am thankful that it is not!
GF taunts mobs and keeps them all in a nice pile for the CW to open a can of whoop a.s.s.
TR keeps DC clean.
problem: the DC will gather more mobs than the GF so the CW MUST stay with the DC as CW have more power over the masses than a TR.
The GF MUST be keeping the boss facing the opposite direction so that the other party members gain CA -> moar daemge, moar fazt kill bozz, lezz chanze die.
Nowadays that's not possible because the DC is like Justin Bieber and the dungeons are plagued with Beliebers.
It's the dev's fault for listening to Baby while developing the game.
Like i know it is different and all, but i mean come on, what is the point of our abilities that gen more threat if we still lose it?
Its borked, I agree that expectations should be different, but alot of GF abilities do indicate in their tooltips that they are for threat generation, and generally speaking in 4E, marks were the analogue (even if not directly by any means) to taunting a monster. That said, aggro is messed up, as is marking. I am not sure what needs to happen to GF/GWF aggro, but cleric aggro needs to be cut dramatically. Until that is fixed I am not sure how they'll even benchmark where they want Fighter aggro to be.
GF and GWF need total overhauls IMO; GF needs alot more guard or infinite guard, GWF needs to block with weapon instead of sprint and redesigned as a more offense oriented defender with a 2 handed weapon, not a wannabe striker with no supporting mechanics. Marking needs a total overhaul to severely punish monsters not attacking the fighter and should be applied by all fighter attacks, and both of GF/GWF tab keys need to be changed to something cool and tactical like either a fast shift dodge or a sweeping weapon counter attack after blocking that does strong dmg, generates threat, and snares targets, call it Attack of Opportunity or something. My 2 cents.
I agree with you dom, cleric aggro is far to high and GF and GWF are useless. I am seriously thinking of just making maybe a cleric or what not and just heal. At least that class is needed, tanks in this game, eh, not so much.
I guess I have to agree. Playing as a Cleric, just one heal on one party member the boss and every single add on the map is on top of me... T_T
*sings* "I like Gammera! He's so neat!!! He is full of turtle meat!!!"
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
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jihancritiasMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
Yeah. Spellplague the other night, dropped shield, adds all over me. Cleaned a few up, then more. No chance to throw a heal on the one tanking the boss. Adds were all over me. Running, cast a heal on myself to live, die trying to cast because I stop moving. Can't build divinity to drop another shield because I used sun burst to get the adds off me. Can't stop to heal, to build divinity for shield. Game over. Really, really bad. The same thing for spider dungeon. They really need to lower aggro for dc's and boost it for the fighter classes.
NW is a completely different beast and you need to adjust your thinking and way of playing to enjoy it. If it were to change then we'd get a whole new slew of posts about how it's another WoW clone... I, for one, am thankful that it is not!
Say what? I'm a Cleric, I am pretty much the tank of every instance (if I want it or not). I tank because my heals out-threat what the guardian fighters can do (which have been described by the creators as the 'tanky' class, which I guess means they expected the guy with the sword and shield and taunt to tank like basically every other game out there), and when mobs spawn they are put onto my threat table instantly based on actions I took before the creep's creation. This isn't some innovative new class system, this is simply bad/bugged design.
Aggro in this game is wrecked. To be fair to them, they have acknowledged it's a bug (at least from the Cleric's standpoint) and that it will be tackled...someday.
Worst thing apart from grabbing all the aggro is the fact as DC I have -40% heal debuff on me so I am not even effective at healing myself. Take that heal debuff of clerics, it is just a crazy mechanic I quaff more potions that anyone else in any dungeon and I am meant to be a healer
I'm glad to see people agree with my point, so it is not just me =D
Yeah, but most of them are bad. During the trash a good group will simply keep everything disabled while it dies. The few mobs that cannot be disabled are kited for the 30 seconds it takes to kill them. During a boss fight the TR is going to have threat on the boss unless he/she is horrible.
Actually im a GF and i find it extremely easy to hold agro off 3 healers and 1 GWF
So please learn how the agro system works and stop *****ing about it being impossible
kthxbye
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thorizdenMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
Actually im a GF and i find it extremely easy to hold agro off 3 healers and 1 GWF
So please learn how the agro system works and stop *****ing about it being impossible
kthxbye
You're running end game content with 3 DCs, a GF, and a GWF? Forgive me, but that doesn't sound particularly realistic.
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xippinMember, Neverwinter Beta UsersPosts: 0Arc User
Right, I do not know if i am doing anything wrong but I find it comical that even after marking the target, beating on it, taunting it for the heck of it, beating it on some more, not letting mark drop, etc... I still lose aggro to a Fing tank companion or a cleric just doing one heal, or a rogue just appearing. The F is the point of tanks in this game if we lose aggro the moment our forced taunt drops?
I'm unsure what level you are, so I can't exactly give you advice based on level. But firstly, tank companions will always pull agro because they are using a taunt which isn't removed when they take damage. This is simply poor form on whoever is using the tanking companion as they are just making it harder on everyone since the enemy isn't actually being controlled by a player.
But, there are two methods of maintaining agro. The first, which seems to be what most GF's are using at the moment is to build primarily dps with defense as a kind of subsidiary spec. They primarily rely on damage combined with taunting to hold agro. Most bosses do not require an actual tank on them as their abilities are slow and can be avoided by simply walking out of them so an actual dps character can just tank it while the GF protects the cleric/dps.
The second is slightly more difficult to use which is purely defensive. To utilize taunts (The mark/Red X) correctly, you need to keep it up as long as possible without refreshing it. To do this, you can't be hit because the mark is removed as soon as you take damage from the enemy that is marked. This means timing your marks with guard + LMB attacks which will build enough threat to maintain agro over the cleric and dps. This is the method I've chosen to use, and after some practice and once you have the abilities necessary to rapidly re-apply your mark to multiple enemies (Threatening charge - at will ability that charges your target and marks it and any mobs in relatively close proximity to it) it can be just as effective if not more because you don't take nearly as much damage and no one actually has to kite/avoid anything except red circles because you can take the hits. For this method to be effective, you need to be able to build/save your guard meter for bursts of threat to pick up the adds as they spawn. Which means relying on passive defenses, primarily deflection. My current deflection chance is 43% at level 57. Deflecting attacks means it is reduced by 50% (Not sure if it's before or after defense/AC is accounted for) and it's recognizable by the symbol that is a reverse critical marker (Red and arrow pointing down instead of up).
It seems though that anytime you mention a defensive GF, it creates a rage within the Fighter forums, so I'm assuming most GF's prefer to be a pseudo dps. Although I don't often see a difference between my damage and a TR, typically I do about 80-85% of the damage they do even though I have nothing put into increasing my damage leaving me on average at 2nd or 3rd in damage simply because of AoE.
Personally, everyone is entitled to play how they choose as long as it works for them so it's up to you how you want to approach it. My DC has been 60 for a while and I've had good and bad offensive GF's and good and bad defensive GF's. I personally prefer the good defensive ones because they can more or less take care of themselves and require no baby sitting from me allowing me to slot a couple offensive encounter abilities since the dps will heal themselves simply from Astra Seal/Astra Shield.
End result is, if you have to choose what to tank, focus on adds. Bosses are the easy part of the dungeon, adds are what will wipe your party.
Edit: I should also note that simply spamming the red X will accomplish nothing. With the improved mark you generate (?) 33% more threat for attacking while the X is up...the X itself isn't where the threat comes from, it simply gives you agro while the X is present. Your guarded LMB also generates additional threat, so you want to combine these two which is what gives you the threat needed to get ahead/stay ahead of the rest of the party.
Comments
This. +1.
NW is a completely different beast and you need to adjust your thinking and way of playing to enjoy it. If it were to change then we'd get a whole new slew of posts about how it's another WoW clone... I, for one, am thankful that it is not!
- What Class Are You? -
GF taunts mobs and keeps them all in a nice pile for the CW to open a can of whoop a.s.s.
TR keeps DC clean.
problem: the DC will gather more mobs than the GF so the CW MUST stay with the DC as CW have more power over the masses than a TR.
The GF MUST be keeping the boss facing the opposite direction so that the other party members gain CA -> moar daemge, moar fazt kill bozz, lezz chanze die.
Nowadays that's not possible because the DC is like Justin Bieber and the dungeons are plagued with Beliebers.
It's the dev's fault for listening to Baby while developing the game.
I want this class in NW.
Its borked, I agree that expectations should be different, but alot of GF abilities do indicate in their tooltips that they are for threat generation, and generally speaking in 4E, marks were the analogue (even if not directly by any means) to taunting a monster. That said, aggro is messed up, as is marking. I am not sure what needs to happen to GF/GWF aggro, but cleric aggro needs to be cut dramatically. Until that is fixed I am not sure how they'll even benchmark where they want Fighter aggro to be.
GF and GWF need total overhauls IMO; GF needs alot more guard or infinite guard, GWF needs to block with weapon instead of sprint and redesigned as a more offense oriented defender with a 2 handed weapon, not a wannabe striker with no supporting mechanics. Marking needs a total overhaul to severely punish monsters not attacking the fighter and should be applied by all fighter attacks, and both of GF/GWF tab keys need to be changed to something cool and tactical like either a fast shift dodge or a sweeping weapon counter attack after blocking that does strong dmg, generates threat, and snares targets, call it Attack of Opportunity or something. My 2 cents.
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
Say what? I'm a Cleric, I am pretty much the tank of every instance (if I want it or not). I tank because my heals out-threat what the guardian fighters can do (which have been described by the creators as the 'tanky' class, which I guess means they expected the guy with the sword and shield and taunt to tank like basically every other game out there), and when mobs spawn they are put onto my threat table instantly based on actions I took before the creep's creation. This isn't some innovative new class system, this is simply bad/bugged design.
Aggro in this game is wrecked. To be fair to them, they have acknowledged it's a bug (at least from the Cleric's standpoint) and that it will be tackled...someday.
Yeah, but most of them are bad. During the trash a good group will simply keep everything disabled while it dies. The few mobs that cannot be disabled are kited for the 30 seconds it takes to kill them. During a boss fight the TR is going to have threat on the boss unless he/she is horrible.
So please learn how the agro system works and stop *****ing about it being impossible
kthxbye
You're running end game content with 3 DCs, a GF, and a GWF? Forgive me, but that doesn't sound particularly realistic.
I'm unsure what level you are, so I can't exactly give you advice based on level. But firstly, tank companions will always pull agro because they are using a taunt which isn't removed when they take damage. This is simply poor form on whoever is using the tanking companion as they are just making it harder on everyone since the enemy isn't actually being controlled by a player.
But, there are two methods of maintaining agro. The first, which seems to be what most GF's are using at the moment is to build primarily dps with defense as a kind of subsidiary spec. They primarily rely on damage combined with taunting to hold agro. Most bosses do not require an actual tank on them as their abilities are slow and can be avoided by simply walking out of them so an actual dps character can just tank it while the GF protects the cleric/dps.
The second is slightly more difficult to use which is purely defensive. To utilize taunts (The mark/Red X) correctly, you need to keep it up as long as possible without refreshing it. To do this, you can't be hit because the mark is removed as soon as you take damage from the enemy that is marked. This means timing your marks with guard + LMB attacks which will build enough threat to maintain agro over the cleric and dps. This is the method I've chosen to use, and after some practice and once you have the abilities necessary to rapidly re-apply your mark to multiple enemies (Threatening charge - at will ability that charges your target and marks it and any mobs in relatively close proximity to it) it can be just as effective if not more because you don't take nearly as much damage and no one actually has to kite/avoid anything except red circles because you can take the hits. For this method to be effective, you need to be able to build/save your guard meter for bursts of threat to pick up the adds as they spawn. Which means relying on passive defenses, primarily deflection. My current deflection chance is 43% at level 57. Deflecting attacks means it is reduced by 50% (Not sure if it's before or after defense/AC is accounted for) and it's recognizable by the symbol that is a reverse critical marker (Red and arrow pointing down instead of up).
It seems though that anytime you mention a defensive GF, it creates a rage within the Fighter forums, so I'm assuming most GF's prefer to be a pseudo dps. Although I don't often see a difference between my damage and a TR, typically I do about 80-85% of the damage they do even though I have nothing put into increasing my damage leaving me on average at 2nd or 3rd in damage simply because of AoE.
Personally, everyone is entitled to play how they choose as long as it works for them so it's up to you how you want to approach it. My DC has been 60 for a while and I've had good and bad offensive GF's and good and bad defensive GF's. I personally prefer the good defensive ones because they can more or less take care of themselves and require no baby sitting from me allowing me to slot a couple offensive encounter abilities since the dps will heal themselves simply from Astra Seal/Astra Shield.
End result is, if you have to choose what to tank, focus on adds. Bosses are the easy part of the dungeon, adds are what will wipe your party.
Edit: I should also note that simply spamming the red X will accomplish nothing. With the improved mark you generate (?) 33% more threat for attacking while the X is up...the X itself isn't where the threat comes from, it simply gives you agro while the X is present. Your guarded LMB also generates additional threat, so you want to combine these two which is what gives you the threat needed to get ahead/stay ahead of the rest of the party.