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Tanks stutter stepping

zrieprakiszrieprakis Member Posts: 17 Arc User
edited September 2013 in The Militia Barracks
So...every single mob pack in a dungeon, why do tanks stop just out of aggro range and inch forward as if they are waiting for someone else to go first?
Other classes who go into a mob pack are most likely going to get owned hard, and it just doesn't seem like a good idea for them to go first, yet in pretty much every dungeon group I get into, the tank does this "inch forward" move, as if he's scared to go first.

wth....
Post edited by zrieprakis on

Comments

  • lobo0084lobo0084 Member, Neverwinter Beta Users Posts: 663 Bounty Hunter
    edited September 2013
    I'll put my take on it:

    In nearly every other game I've played, you use a ranged class to grab small aggro, and when the enemy closes in, the tanks hit them and grab aggro back. I understand the reason for this, because it allows you to pick apart aggro groups into smaller, easier to kill quantities.

    It seems that CW's love to play with sheer numbers. As a sentinel 12k GWF, I can handle most boss AOE's and primaries without a worry in the world, but when 20 powies hit me all at once for some reason it does a lot more damage. When I'm playing filler tank, the idea of a bunch of trash mobs is not my preferred grouping. Smaller is better. But for the CW's, it's often faster and easier to get them all over at once ... especially if the tank is taking all the fire.

    I can't tell you who's wrong or right. I've done it both ways so far. But I prefer the measured approach better.
    "Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate

    "D*mn wizards," said Morik the Rogue.

    Learn what a GWF and GF really are: The History of Fighters
  • zrieprakiszrieprakis Member Posts: 17 Arc User
    edited September 2013
    That's great if all the mobs are melee, but if they are mixed, which they are 95% of the time, then the ranged stay put and it creates a cluster fk of people spread out all over the place. These mob packs are easy enough that a tank can just run straight at them and then any CW or other dps can do a group aoe or w/e they do.
    You say 20 powies hitting you at once hurts, I agree, I'm sure it hurts other classes too when 20 mobs are focused on them and not all focused on the tank, it sure as hell makes it hard to keep the group alive.
  • silveralucardsilveralucard Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 410 Bounty Hunter
    edited September 2013
    TR are better tanks than tank clases in this game XD
    Everything works out in the end . If it hasn't worked out yet, it isn't the end...
  • lobo0084lobo0084 Member, Neverwinter Beta Users Posts: 663 Bounty Hunter
    edited September 2013
    zrieprakis wrote: »
    That's great if all the mobs are melee, but if they are mixed, which they are 95% of the time, then the ranged stay put and it creates a cluster fk of people spread out all over the place. These mob packs are easy enough that a tank can just run straight at them and then any CW or other dps can do a group aoe or w/e they do.
    You say 20 powies hitting you at once hurts, I agree, I'm sure it hurts other classes too when 20 mobs are focused on them and not all focused on the tank, it sure as hell makes it hard to keep the group alive.

    Currently having this same convo with guildmates. Their argument is that GWF's can't effectively take back aggro. They are right. GF's have an even harder time.

    Unless, of course, the CW only shoots once and then stops attacking, backing up far enough that the GWF/GF are just barely within their attack range. But that seems pretty foreign here. Telling a CW or TR to back off on doing damage so that aggro can switch (because lets face it, this game doesn't give too much to aggro control outside of pure DPS besides a couple of abilities which gimp your class in the long run, like Roar), will get you some weird looks.

    It's like telling someone in an FPS not to keep shooting when they are obviously going to lose the firefight. Most people just never get that withdrawing from a fight for a short period of time can be a tactically sound move and prolong life expectancy.

    And then again, to offer a point in your arguments favor, sometimes no matter what you do (or don't do), the mob just don't want to stop attacking the CW. Always a WTF moment.
    "Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate

    "D*mn wizards," said Morik the Rogue.

    Learn what a GWF and GF really are: The History of Fighters
  • zrieprakiszrieprakis Member Posts: 17 Arc User
    edited September 2013
    And then again, to offer a point in your arguments favor, sometimes no matter what you do (or don't do), the mob just don't want to stop attacking the CW. Always a WTF moment.

    This is true, and I have experienced it with a few other classes too, and really if dps wasn't in too much danger then it probably wouldn't even be a topic, but normally in my experience, whichever dps decides to go in swinging, they end up at 20% health immediately and it becomes "who do you help...the dps at 20% or the tank who finally decides they want to participate in the fight, now that sht is running all over the place."

    It seems like lately I have to rub the tanks shoulders and give him a pep talk, in order for him to go in first and get the aggro. I mean I'm not asking for him to sprint through the dungeon ( gogogogo ), I just don't want him to sit there in front of a mob pack and stare at the rest of the group waiting.
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited September 2013
    Gwf before patch didnt have any problem tanking. Unfortunately main agro ability was slam so now without a than is impossible to tank anything, also slam provident 5 sec of invulnerability so a gwf could tank 30 mobs without a sweat even range since slam was such a huge aoe. GF seems still fine, i am running a heavy lifesteal build and i dont have any problem in MC tanking full packs and keeping agro.
  • feiergiantfeiergiant Member Posts: 112 Bounty Hunter
    edited September 2013
    TR are better tanks than tank clases in this game XD

    oh rly?
    which game exactly are you referring to?
  • sslothzzsslothzz Member Posts: 224 Arc User
    edited September 2013
    TR are better tanks than tank clases in this game XD
    Oh i heard this once in a zone chat. So laughable i could barely reply ;)
    Let's define what we call A TANK first. Tank in other rpg's is someone who constantly keeps all the aggro (including boss). In Neverwinter, no toon can permanently win mobs' attention without losing it to someone else. In fact, of all the classes a GF (who is supposed to be a tank) is the least suited to hold the aggro. We GFs have no abilities for that except for a mark (and we watch a CW taking the aggro away from us with just one singularity :( ) Yet we try hard, and do our job at least to some extent :)
    Now intercepting all damage - the only way to survive ALL the incoming damage is to deflect/mitigate. There is no "consume" option since one boss' ult will kill anyone in the way. And experienced parties easily dodge those red circles while controlling the adds. A place for a GF in this scheme? None anyway.

    So what do we call a tank?
    Hint: dodging and going stealth is not tanking, good Lord :D
  • frariifrarii Member Posts: 0 Arc User
    edited September 2013
    I get all the agro in all the rooms and never lose a single mob off, if you can't do that, you should relearn your toon.

    And the reason of stopping before the packs is because we have more range than anyone in the mark target, so we can get te agro from range and avoid people getting it... people who rush ahead are a pain in the ***.

    Luring and Getting agro from the mobsters have been always GF role, i even ask the mages to throw the singularities on my head, i have runs with good players where they dont have to fight/dodge a single mob during the whole run, just focus on their work, if people were able to understand how teamwork is they would never say this game is difficult.

    Also i do it while doing a good chunk of dps, so runs are faster and smoother.
  • baktanus666baktanus666 Member Posts: 55 Arc User
    edited September 2013
    frarii wrote: »
    I get all the agro in all the rooms and never lose a single mob off, if you can't do that, you should relearn your toon.

    And the reason of stopping before the packs is because we have more range than anyone in the mark target, so we can get te agro from range and avoid people getting it... people who rush ahead are a pain in the ***.

    Luring and Getting agro from the mobsters have been always GF role, i even ask the mages to throw the singularities on my head, i have runs with good players where they dont have to fight/dodge a single mob during the whole run, just focus on their work, if people were able to understand how teamwork is they would never say this game is difficult.

    Also i do it while doing a good chunk of dps, so runs are faster and smoother.

    One of the problem I see during dungeon runs is that everybody wants to be on top of the DPS chart they forget how to do teamwork.
  • starchild280786starchild280786 Member Posts: 1 Arc User
    edited September 2013
    Even tho I am at a starter level in this game, from my previous tanking experience in other MMOs (playing in tank role since 2004) I'll share my experience:

    Tanks hold up between packs because they wait cooldowns. In Neverwinter's case, it's Guardmeter that sets us back. In some other MMORPG I played, I could charge to the next pack if I had full aggro of the current one, without hesitation, because my cooldowns allowed it, or I had back-up abilites to keep the party's pace up.

    In Neverwinter GF class allows them to generate threat at a single target basis (we have talents to that increase threat-generation of a marked target upto %100). I am not sure if higher levels change the AoE tanking (hence dungeon pack tanking) situation. If so, ignore what I said :)
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