Is taunt effect stil broken on Chilling Embrace?


davidg_EU

 

Posted

I recently started 2 Ice tanks (the second to make sure it wasn't a character-specific problem) and of course took Chilling Embrace, expecting it to be the rock-solid aggro control I know it to be from teaming with many Ice tanks in the past 30 months or so.

On both of these tanks, it's only giving very weak aggro management if any at all - occasionally enemies will turn their heads towards my tanker mid-fight, but it's only for a fraction of a second and the attacks still go to my teammates; any aggro control I have appears to be merely the ability to take the alpha by jumping in first with a slow effect and gauntlet.

Is this an intended property of early-level Chilling Embrace, or is the taunt effect still broken on it? Can experienced players of Ice tanks please give recent anecdotal evidence?


 

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Any foe that's effected by CE should not attack anything else, unless the other player has applied a stronger taunt. From my own testing after the gauntlet fix, it works fine, apart for the fact that it nowdays ticks every 0.5 secs, instead of being instant.


 

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my ice tank's embrace barely lets anything get away. its working properly as far as i can see


 

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I see that as normal. I have never not known Chilling embrace to not apply taunt ticks. I believe them to be fast and the base duration at low levels weaker than the time between ticks. You can have a situation of constant aggro kept even though it actual isn't. Its just that between duration and tick the enemy has no time to do anything.
The higher the level you face the weaker the taunt duration is also. I wouldnt know if any bugs have happened i have been concentrating on my firetank, trying to play 4 at a time may make me overconfident to an enemy with the wrong tank.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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Interesting. I wonder if it's intentionally not a strong taunt effect at low levels in order to stop Ice Tanks getting murderated before they can handle the damage?

I'll investigate further, thanks guys.


 

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Is this an intended property of early-level Chilling Embrace, or is the taunt effect still broken on it? Can experienced players of Ice tanks please give recent anecdotal evidence?

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At low levels <5 Chilling Embrace has little or no aggro control ability. Also I believe gauntlet doesn't actually have any effect until level 5 either.

I know ( or think ) this because about 6 months ago I started a duo with an Ice/Fire and a Fire/Fire blaster. I was the blaster and was very suprised when the tank wasn't able to stop me from being ganked everytime I threw fireballs at hellions.

By the time you get to level 10, the aggro management of Ice tanks is solid though.


@Unthing ... Mostly on Union.

 

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Interesting. I wonder if it's intentionally not a strong taunt effect at low levels in order to stop Ice Tanks getting murderated before they can handle the damage?

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If that's the case it would be nice if they added a similar effect to low level blasters[1].


[1] And mid-level and high level blasters.


 

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CE seems to be working fine on my Icetanker, of course any blaster that so much as thinks anywhere near me draws all the aggro but that just means I hit someone, or pop taunt/icicles for an extra bit of attention grabbyness.

Of course a lot of the time my taunts cannot stop something that a blaster has blastvoked.


 

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CE seems to be working fine on my Icetanker, of course any blaster that so much as thinks anywhere near me draws all the aggro but that just means I hit someone, or pop taunt/icicles for an extra bit of attention grabbyness.

Of course a lot of the time my taunts cannot stop something that a blaster has blastvoked.

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What level is your Ice Tanker?

There's no "of course", the mechanics of Taunt effects work in such a way that any Taunt effect completely overrides damage or other effects for the purposes of grabbing aggro for its duration. Blasters being able to override Taunt is a myth arising from a misunderstanding of the Taunt effect; even if a Blaster were to inflict 99% of the hit points of a target to them, a Taunt effect would still maintain aggro for its duration. This is eminently demonstrable through simple testing.

What I'm reporting here is that there doesn't really seem to be *any* Taunt effect of useful duration in Chilling Embrace at low levels; if there were, there's no way my Scrapper and Blaster pals I'm playing with would have any aggro ever from anything near me.


 

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Incidentally what level is/are your Ice tanker(s)?


@Unthing ... Mostly on Union.

 

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They're about 6 IIRC. I'll be carefully monitoring the aggro-holding capability level-by-level and will report my findings back here.


 

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Interesting. I wonder if it's intentionally not a strong taunt effect at low levels in order to stop Ice Tanks getting murderated before they can handle the damage

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In the low levels all ATs have roughly similar hit points, I as a blaster often have gone in ahead of tanks (especially due to faith in the defender or controller). There those tanks were thinking twice about it with armours and there I am thinking "I don't want to waste my aoe's cos someone just doesn't have any balls". Sometimes the tank has even that bit more hit points than me but id rather hit a group with an aoe whilst they are still herded than after when he is about to do the stupid *walk into taunt range and taunt 5 and cause them to spread and leave a debuffers debuffs effecting only a couple in the group instead of all of the group who may be untaunted*....PuGs! You'd think that seeing my blaster get in there you'd think he'd think it was safe to do so but no. The seemably not so great taunt effect could be just because everyone is relatively close to each other on hit points when everyone is new to their toons and more likely to join a PuG.

I have tanked at all levels but only with my invuln nearly 2 years ago did I get taunt after my mezz protection which was at 8 so taunt at 10. My others got taunt at 4 and auras asap to see what its like and were fine. On a team with no defence set, if you can totally keep all aggro, everyones insps go further on you. If they wont need them, you may as well take them, they have more room for yellows and reds and blues to pop in and even get yours. I went through a whole Atta this way - no defeats!. The team were very good playing sensibly as no one wanted the hospital trip.

Tanks are there to protect defenders, controllers and blasters. Only on a team full of scrappers have I took the bullet too often. Tanks aren't there to protect scrappers but making the save is heroic. On a team full of scrappers take the alpha but then just scrap with them, you can play without an aura on and just taunt when needed watching scrappers health bars. My very first game instructions just say blasters, defenders and controllers as those people are much more generally safer attacking after taunt control is assumed. Scrappers simply may not be good with alphas.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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The lower the level they are the worse the aura is, it does get better cos you slot it and it modifies with your level. But later the higher the level you face and enemy dependent the weaker your taunt effect maybe. But CE is damn good.

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Also I believe gauntlet doesn't actually have any effect until level 5 either.

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The attacks at those levels tend to be low end cost therefore low gauntlet duration and rubbish at any level.
With the waiting for attacks to recharge, the fact they can miss and cost in end, gauntlet subject to chance i don't rely on gauntlet. -Rechg, -end and -tohit remove gauntlet from even being considered good to me.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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The attacks at those levels tend to be low end cost therefore low gauntlet duration and rubbish at any level.

[/ QUOTE ]The END cost has no effect on PvE gauntlet. What it does determine is the propability of applying gauntlet in PvP.


 

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13) Duration and AoE for Gauntlet are hard coded but vary from power to power using the "End costs" and/or Levels (Tier) of the powers as a guideline, but not a hard and fast rule because there are exceptions. Example: Total Focus has a radius that is 50% larger than Energy Transfer.

here

And I am not convinced of a 13.5 second duration of taunt from jab.

Buddy targetting a tank whose a gauntlet only kinda guy around about lvl 15 is fine, especially if he has atleast 3 attacks and has been laying them down for a brief period.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.