Hi everybody,
I've become a fan of the Guaridan Fighter. The blocking mechanics is enjoyable, and so far it was fun to play.
But... when running a 5-man dungeon I had trouble tanking, because it seems that only the AOE taunt is doing a decent amount of threat (The 1-on-1 skill was ok too).
The "Mark" skill seems rather useless. The marked mob keeps attacking my allies even though they haven't done anything yet. And Stab over the shield also seems to do very little threat (or none at all).
I know it should not be too easy to tank, but it just feels like the GF doesn't have the proper tools to keep aggro at all (just an AoE taunt to force them to attack you for a short amount of time)
Do I miss anything here?
And yes... I'm new to this game, that's why I'm asking for tips
Comments
It basically be an instant cast that causes the target to take more damage & more aggro towards you. (Good when you has 5 players hammering said target.)
2) If you be relying only on the AoE taunt for aggro, you be doing it terribly wrong. Use your damage to augment the aggro. (I.E: AoE taunt draws them to you -> back out a bit to make all enemies go in front of you -> Use Shield block + Sword attack = Moar AoE damage = Moar aggro.)
Hawk:Do this. closing thread
frankieraye: I'll see if we can replace the woman with a stick figure and the tiger fangs with marshmallows./Issues like these need to get escalated quickly to minimize the damage.
Kantorek: Yeah.. you should try it. It's awesome.
Sihndra: Nope- not currently possible under any circumstances. Sorry.
LokisDottir: I mean...not haunting the forums, nope nope.
Konariraiden: You don't know what you are up against. You will lose.
Sounds like you need to stack more power & learn how to position mobs. ('-')
^('-')
This.
If they don't want to let you establish decent aggro, then they obviously think they can handle tanking.
The only exception be dedicated heal clerics with heal aggro.
Lunging strike -> position yourself a bit behind the mob (so it faces you & your teammates see it's exposed back & so that you block the initial hits) -> AoE stomp -> Shield stab (does AoE + ~60% more damage than shield bash)
Although in the lower dungeons you don't even have to bother with positioning or even blocking correctly.
Just rush head on & mobs die.
(.-.)
Hawk:Do this. closing thread
frankieraye: I'll see if we can replace the woman with a stick figure and the tiger fangs with marshmallows./Issues like these need to get escalated quickly to minimize the damage.
Kantorek: Yeah.. you should try it. It's awesome.
Sihndra: Nope- not currently possible under any circumstances. Sorry.
LokisDottir: I mean...not haunting the forums, nope nope.
Konariraiden: You don't know what you are up against. You will lose.
And I was pretty much tanking the way that Stormhammy said, as that seemed the best routine. Seemed more like the DPS just wanted to show off how much damage they could do and would start screaming when they pulled aggro. The good ones will learn... the bad ones will learn to live at the campfire.
@kmhknight
My campaign: The Madness Plague.
My quest: Blacklake Gold
My guild: "The Older" Age 30+, Casual
In the old school style that is being exemplified in this thread, the tank in front, everyone else behind and carefully avoiding agro, you had a limited healing pool, the mobs had enourmous hit points and were not really soloable. It was only efficient and in many cases doable with having the tank as centerpoint of the fight. However in NWO, I had a main boss on me for most of a fight and had no trouble handling it with the above mentioned tactics.
I raided with an EQ1 and EQ2 rogue/assassin so I am familiar with the "don't get aggro or you die" approach, it just doesn't seem to be the case here. Guardians are more AoE melee with the ability to round up and down the hordes of annoying little mobs easier, not the centerpoint of the fight, at least imho.
Instead of running forward, you could stand back and guard the artillery, since you know exactly where the mobs will be running if you do, and position yourself to intercept.
"There are two things that drive technology forward in a huge leap in this world, one is war and one is business..."-- Timothy Wade 2012
"If you wish to join a guild, that will be running a guild foundry RP campaign then come take a look at [BLOOD]"
I ran the dungeon at level 16 with the rest of the party at 15. I didn't have much trouble holding threat on trash mobs by opening with Lunging Strike, following with Enforced Threat and Cleave and using Griffon's Wrath on the tougher mobs. The only occasions I would lose aggro is when the other Guardian Fighter in the group would use Enforced Threat. Of course the final boss seems to attack whoever she pleases regardless of Knight's Challenge and Mark, so I focused on picking up the adds as they spawned. So far I see a strong potential for Guardian Fighter as a multi-target tank. If I had more experience I think I would say that they can single-target tank just as well, given their very well defined single-target powers.
The only issue I had at all was survivability. This was a non-issue when I had potions... as a matter of fact it was ridiculous how easily you can survive with them. We had no Devoted Cleric in the group, but luckily I had my companion available when I ran out of potions. I had to sacrifice some threat generation/damage output at that point for movement/blocking and more strategic placement of mobs so that I could survive the fights, but it was doable even under these less than desirable circumstances.
As far as the issue with Control Wizards being able to kite and some confusing that for "tanking". That's a good failsafe if everyone dies and all, but you can't move through content at a good pace that way. Moving mobs are harder to hit, period. This isn't a first person shooter, despite the mouse look targeting. The game is clearly set up with a trinity mechanic built into it: Tank, damage, support. It isn't like Guild Wars 2 if it were the Guardian Fighter wouldn't have threat generating abilities and would have a dodge ability like every other class.
What does matter is just the fact that a tank is capable of grabbing the mobs, getting them grouped up so that the damage dealing classes can burn them down quickly and efficiently. You can get through the dungeon much quicker and with minimal resources consumption if your group is capable of that.
This is a F2P game and as such I expect to see a lot of bad tanks. But the advice in this thread is so snarky I dont even know where to begin. Probably from a bunch of Wrath of the Lich King babies too.
Do you not think that is a pretty stupid thing to say?
From my personal experience i used Tide of Iron and aoe shout to keep aggro, I haven't found the stab very useful to hold aggro BUT if you all say that is better use it I'll certainly start use it.
the Mark, if you use it at start of combat or not at all looked same to me.