Is there an "optimal" enhance for aggro?
One slot? Probably accuracy. I've played MMOs for over 6 years and one universal rule I've always followed was "it doesn't matter how hard you hit if you can't hit". Yeah, you're not talking about damage but I feel the same principal applies. It doesn't matter how much threat you can generate if you can't land the attack.
I figure accuracy as well, I'm of the same mind. Accuracy is often the first slot in any attack wether it be damage control or whatever.
Ok, maybe I could complicate my scenario a bit and say the second slot? lol or would it be accuracy again?
I wouldn't slot my attacks for threat. If you want extra aggro management, slot your aura and Taunt with taunt enhancers. (Auras can't take taunt sets, but they can still use SOs/generic IOs.) After that, I'd slot my attacks as normal.
Why?
Well, taunts are a gigantic threat multiplier and their durations don't stack - the longest will always be used. So if your aura has a higher duration (through slotting) its duration will be used instead of Gauntlets. Since auras pulse every 0.5 - 2s (depending on your primary) they will be pumping out a lot more threat. Likewise, Taunt's taunt will trump all of the above.
Once you have a taunt applied, the damage (and debuffs, etc) is amplified by taunt. The more damage you output, the more threat you'll generate.
There is no one enhancer in a t1 attack that will make you great at holding aggro. (Gauntlet radius on those attacks are crap anyways.)
Okay two things to say:
1. I agree with the people who said acc. I'm on the same mind set as them, now if you have a power that already has a hi accuracy rate then go with recharge because in my experience the person hitting the most, not necessarily the hardest, will pull the aggro.
2. Since your a tank and you wanna hold down aggro as much as you can, consider my advice here: I had my taunt slotted 3 times with 1 range and 1 taunt and 1 recharge and My aura had 1 taunt. and I was holding aggro like a pro. I then swapped my 3 enh. with taunt for the cheap set bonus: perfect zinger, and now I don't lose aggro at all. Now keep in mind that I'm a fire fire tank so I put out a lot of damage. So if your build is slow, try focusing more on your attacks and again, use acc and recharges.
My point being, all you really need is your taunt and 1 taunt in an aura and you'll be perfectly fine and you won't have to worry about aggro that much and you can focus on other things. Us tanks were built to hold aggro and that is why it's not a problem really. If you really are looking to hold down aggro like a mAnIaC! lol then go primarily with acc enhancements and if you can fit in some recharge so you are always putting out.
MAIN: Desi Boy> Level 51 Fire/Fire Tank
Super Group: C.O.R.E.
Tanking since 05'
Vigilante
I do occasionally slot attacks for threat. But those attacks would be things like Fault, that do minimal or no damage on their own. Taunt sets can add valuable features like recharge to them, and are usually inexpensive to frankenslot, especially since few other than Tanker players ever buy them.
And technically, Taunt itself is an attack.

<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Thanks for the replies, I appreciate it.
I am having a blast making my tank as "pure tankage" as possible. Think Taunt is his only attack that is six-slotted. Think 4 total attack powers, INCLUDING Taunt and Boxing. Think almost every power in the primary set six-slotted.
Yeah, *that* pure lol.
I actually had a build at one point that picked up Provoke (6-slotted of course) from the Challenge Pool, just so I could see what it was like having two AoE taunts. And the fears in the set fit with his theme. But I eventually respeced it in favour of Leadership.
Heh, if you want two taunts, get fireball in the pyre pool.
As far as making a "pure" tank goes...
Get and slot a real attack chain, please? Holding aggro isn't too hard, especially when you have some nice attacks. The only extra power pool I would reccomend for a tank is fighting for tough and sometimes weave, tanks have abysmal numbers for leadership. Getting the aggro isn't usually the issue, it's often surviving the aggro that's the trick.
Not sure what you mean by a "real attack chain". As long as I have something to do between Taunts I'm happy, I already stated the damage output of my toon was of no prioirity to me except in terms of its ability to help my aggro.
And obviously the defense bonus from Maneuveurs isn't gonna make you sit up and say "wow" from a solo perspectative. But as with all leadership powers, you take them for the benefit to the team not just yourself.
By "real attack chain" I mean a set of attacks that you can fire off indefinatly back to back, barring endurance. While spamming taunt can get you aggro, hitting things will also get you the aggro and also allow you to contribute to taking down baddies as well. Why have just aggro when you can have aggro and damage also?
Manuevers and the rest of the leadership pool are usually a poor choice on their own, and especially for a tank. We tanks get the worst numbers for leadership. Maneuvers, for example, is ~1.5% def, unslotted if I remember right. That's less than hover. If you regularly team with people with leadership, then that's fine. Leadership stacks nicely. On it's own, however, leadership is a waste of endurance.
At the end of the day, it's all up to how you want to play. I'm just giving my opinion on how you might have more fun from what gives me fun. As they say, it's your $15, play it your way.
Thanks for the replies, I appreciate it.
I am having a blast making my tank as "pure tankage" as possible. Think Taunt is his only attack that is six-slotted. Think 4 total attack powers, INCLUDING Taunt and Boxing. Think almost every power in the primary set six-slotted. Yeah, *that* pure lol. I actually had a build at one point that picked up Provoke (6-slotted of course) from the Challenge Pool, just so I could see what it was like having two AoE taunts. And the fears in the set fit with his theme. But I eventually respeced it in favour of Leadership. |
So to all those who love min/maxing their characters, a question for you. I want to know is there an "ideal" enhancement for generating THREAT in an attack. I'm not talking damage, except as it is used to hold aggro. All I'm concerned about is maximizing my Tanker's ability to make bad guys hate me
Choices are Accuracy, Damage, Recharge, and Taunt for slotting. Here's my scenario, simplified for the sake of discussion:
1) We're talking a single target low damage attack without any fancy bells and whistles. Think "jab" or "energy barrage"
2) Assume level 50 Tanker fighting level 50+ mobs
3) Assume level 50 common IO (ie no set bonuses, no hamis, no accuracy/damage/recharge in one, etc)
4) Assume only one slot in the power in question
So any thoughts? Thanks in advance.