A strategy I recently started using for dog walking, i.e. the tank that pulls dogs off the CC and then holds aggro while dps pound on them. If there are multiple tanks present who can dog walk, all of them should be aggroing a dog. Why? Three reasons:
- One, it allows them to get a lead on aggro to ensure dps don't pull it off.
- Two, it means that if something goes wrong with the CCer, that's less dogs that are suddenly attacking the CCer, making it easier for them to recover.
- Three, if you have to transition into a zerg, this makes it much easier because multiple dogs are already being controlled by tanks.
The extra tanks will be easy to keep healed because they'll be suppressing dog howl stacks, and because the DPS are not attacking their dog yet they can block every bite if needed, greatly reducing the damage they take. Overall this strategy leads to a more stable phase 1, with minimal extra stress on the healers.
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Block timing explained
This is early dog meta: a tank for each dog. Eventually changed to just one tank on phase 1. Then just 1 tank on phase 2. Then no tanks needed for phase 2.
The more we refined CCing the more the load shifted to 1 tank for p1 who could interrupt a single howl and this tank wasn't needed for phase 2 so it was the MT. So, thanks for rediscovering the wheel.
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"Okay, you're DEAD, what do you do NEXT?"
However, I'd prefer to see extra tanks show up for Dino rather than Kiga. If someone caps out before getting to Dino then that makes the standing around time longer waiting for someone else to bring the needed role.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
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Epic Stronghold
Block timing explained
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
Not sure what you're basing any of that on.
I've been using this strategy and it doesn't increase the load on healers because so long as you keep interrupting the howls and blocking bites a tank barely needs any healing to stay up. If a tank doesn't think they're good enough to do this, then they can just not do the strategy, simple - though it's generally a good idea for them to give it a shot so they can practice, cause they'll never get better otherwise.
The dogs are being CC'd in this strategy, and tanks don't have to grab aggro on CC'd dogs, they simply pull them the way any dog walking tank would - hit the dog, interrupt the howl, and move them away.
You're talking about before we used CCers. My strategy uses a CCer. Which part are you unclear about?
My super cool CC build and how to use it.
I'd try to explain it to you but you seem to purposefully misunderstand something and, just as purposefully, turn it back on the other person.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
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The basic problem with your theory is that phase 1 only goes unstable when people are screwing up, and you're just introducing more opportunities for people to screw up. The people who might need a strategy like this are also the people who can't execute it.
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Block timing explained
There is a shortage of tanks that actually want to contribute to the fight in a helpful way.
I've lost count of the times either the main tank or a DPS has had to pull for the CC for p2 when there were other tanks available to do so, and that particular task requires neither threat, nor interrupt nor any meaningful skill. Just stand in one spot and block. Yet it seems too much to ask from some vOv
The amount of healing required when the CC messes up and dogs get loose sky rockets, unless tanks are already controlling multiple dogs. This strategy provides that, it's been proven in practice. Your mindset only works in a universe where everything always goes perfectly, but that's not realistic.
The dogs are being CC'd, that's exactly what happens when the strategy is executed, you can't dispute that. Trying only means you don't understand the strategy.
Screwing up happens, good that you've acknowledged that now. This strategy makes screw ups less likely to end in failure. Considering how much you people complain when things go south, you should be enthusiastic about strategies that do that.
Btw, I didn't post this strategy looking for approval, I already know it works and will continue to implement it. Other people can do it if they want, or not, I don't really care. This is primarily here so I can show it to people who are confused about what's going on. Thanks for your thoughts tho!
My super cool CC build and how to use it.
True that. One thing that also hurts is how certain people never want to try anything new and better s( ^ o ^ )z
My super cool CC build and how to use it.
Something new? Yeah, i don't mind trying out something different. After all, that's how we usually "refine" things into their "current" strategy.
Better? Not proven to be better. The current meta is the "better": 1 cc pulls all dogs; 1 tank pulls one dog, dps hammers this dog, tank interrupts the howl. rinse repeat.
Alternate? Contingency? Ok.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
Epic Stronghold
Block timing explained
Wellll, I've certainly seen, at times, my sleeping dogs having aggro on players other than my CCer. So, technically, that other player had aggro AND the dog was asleep. Not sure how that helps anything, though.
Frankly, I'd love the Devs take back some of the hyperactivity they added to the dogs. Additionally, I thought snares and roots were supposed to work on them, as long as they weren't under attack or had some resistant stacks. I hate seeing my dogs RUN away from my CCer when I have applied, and can see the debuff on them, Entangling Mesh.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
Epic Stronghold
Block timing explained
There's 4 dogs, not 1.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.