RTTC - Change?


BunnyAnomaly

 

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Originally Posted by New Dawn View Post
I don't doubt it. I don't doubt it with most forumites. Would not RTTC be better with a slightly longer duration so that taunt is not so much of a needed power? If it doesn't make a difference to good players with good builds then would it not be more fun and paceful for players teamed with bad Willpower tanker players with bad builds if Willpower kept aggro longer?

It's not penalizing Willpower players who don't care.
Regardless of whether the player is good or not, a powerset has to be designed with its overall capabilities in mind. The devs would be foolish to do otherwise. I did note earlier that there should be better documentation from the powers that the taunt aura is weaker. Sure, you could compare numbers from real numbers, but I don't know that this would be clear enough for most players.

Other than that... Willpower needs to have something not going for it. It has a lot of bonuses already without much holding it back.


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Originally Posted by Grey Pilgrim View Post
Other than that... Willpower needs to have something not going for it. It has a lot of bonuses already without much holding it back.

I think of WP as overall no better than Invulns really, no better than Stonetanks. If I get the slightest bit of lag and am a bit late on recovering something that has spent 1 sec out of my aura somebody else may have a problem. 1,25 secs don't even allow for lag conditions.


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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Originally Posted by New Dawn View Post
I don't doubt it. I don't doubt it with most forumites. Would not RTTC be better with a slightly longer duration so that taunt is not so much of a needed power? If it doesn't make a difference to good players with good builds then would it not be more fun and paceful for players teamed with bad Willpower tanker players with bad builds if Willpower kept aggro longer?

It's not penalizing Willpower players who don't care.
Of course it would be better, that's the point - willpower is already pretty damn good, it doesn't need to be better. Lower than average aggro ability is one of willpower's weaknesses. If willpower was underperforming, I would support buffing that ability, but since it clearly is not underperforming as a set, I don't support buffing wp's aggro abilities.


 

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Originally Posted by New Dawn View Post
I think of WP as overall no better than Invulns really, no better than Stonetanks. If I get the slightest bit of lag and am a bit late on recovering something that has spent 1 sec out of my aura somebody else may have a problem. 1,25 secs don't even allow for lag conditions.
You do realise that every single attack you make taunts a radius around you for ~13.5 seconds, and at the same magnitude as you using the Taunt power?

Try, you know... attacking. Then they are stuck on you, even if you didn't attack them, for 13.5 seconds.

Tada!

This whole aura thing is waaaaay overstated, I wonder how many tanks are actually attacking if they are having these issues?


 

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Originally Posted by New Dawn View Post
Reply to Sarrate.

You can probably dig up in search where I have said that I have kept aggro well enough tanking with a Willpower Scrapper objecting to a change needed in RTTC on account of QR. Gauntlet more. I don't like losing aggro to tanks. I tanked Lusca the other night having to keep tankers who were in that pug from getting killed. We had no defenders or controllers at all. It's therefore important that I personally don't lose aggro.
Okay, that's what I thought, but when you say things like:

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Originally Posted by New Dawn View Post
WP has no such options.
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Originally Posted by New Dawn View Post
If I get the slightest bit of lag and am a bit late on recovering something that has spent 1 sec out of my aura somebody else may have a problem. 1,25 secs don't even allow for lag conditions.
It's an exaggeration. You just proved that WP has other options, and I've personally held aggro of all four STF Patrons through Ghost Widow's 30s Black Hole. To be fair, I don't think there were any aura Scrappers, but I was completely unable to do anything for 30s, yet I still succeeded, against +4 AVs no less.

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Originally Posted by New Dawn View Post
I don't doubt it. I don't doubt it with most forumites. Would not RTTC be better with a slightly longer duration so that taunt is not so much of a needed power? If it doesn't make a difference to good players with good builds then would it not be more fun and paceful for players teamed with bad Willpower tanker players with bad builds if Willpower kept aggro longer?

It's not penalizing Willpower players who don't care.
You started this thread with the suggestion of removing the tohit debuff from RttC which would most definitely effect my threat generation in a negative fashion.

As for balance implications of the change, all I know is that the short duration is intentional, so I'm not sure how much luck you'll have with that. (I wager that datamining WP Tankers would show that they aren't underperforming in Rewards/Time, so the devs probably won't be inclined to make any changes.)


I'll be honest, would I trust a random PUG WP Tank to hold aggro? No. Is that frustrating? Yes. (I rarely PUG, mind you.) Do I think all auras should be so strong that their targets will ignore everyone else except them just by standing there? Probably not. (It'd make more sense to lower the duration on auras and lengthen Gauntlet.)

From what I understand of the threat mechanics, I think it could use a lot of refinement - but that's so deep in the belly of the beast that it's highly unlikely.


 

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Originally Posted by BunnyAnomaly View Post
You do realise that every single attack you make taunts a radius around you for ~13.5 seconds, and at the same magnitude as you using the Taunt power?

Try, you know... attacking. Then they are stuck on you, even if you didn't attack them, for 13.5 seconds.

Tada!

This whole aura thing is waaaaay overstated, I wonder how many tanks are actually attacking if they are having these issues?
If you've read any of my posts then perhaps you may of realised that I do know and saved yourself sometime on writing this.


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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Originally Posted by Sarrate View Post
It's an exaggeration. You just proved that WP has other options, and I've personally held aggro of all four STF Patrons through Ghost Widow's 30s Black Hole. To be fair, I don't think there were any aura Scrappers, but I was completely unable to do anything for 30s, yet I still succeeded, against +4 AVs no less.
That's with Taunt Sarrate. I am talking about mobs say 17 of them, during the first few secs. The first few secs where you have taunted 5 and aura'd some and hoped that gauntlet hit. Gauntlet is not autohit now is it? You can't promise that that is going to always be there. Something for any reason is not in your aura all of a sudden due to a KB can suddenly remember or think of someone else in no time. That no time whilst taunt is recharging which is what I am getting at but it aint sinking in anywhere with anyone. That time under great amount of tohit debuff in Dark Astoria when tankers don't have that many attacks anyway and so gauntlet aura could be poo. Under slow conditions, likely in DA as you only have to check out what them Shamans can be packing for powers.

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Originally Posted by Sarrate View Post
You started this thread with the suggestion of removing the tohit debuff from RttC which would most definitely effect my threat generation in a negative fashion.
Yes it would threat level but the additional duration would actually better help keep mobs interested in you the moment they left your aura. That debuff is not enough. It doesn't do anything for threat really unless the taunt duration is there with it. I just think it would give additional time for anyone to get any suddenly lost npc back before that npc does something to someone. Sacrificing that if we had to for that extra taunt duraion would actually be better for aggro control.

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Originally Posted by Sarrate View Post
I'll be honest, would I trust a random PUG WP Tank to hold aggro? No. Is that frustrating? Yes. (I rarely PUG, mind you.) Do I think all auras should be so strong that their targets will ignore everyone else except them just by standing there? Probably not. (It'd make more sense to lower the duration on auras and lengthen Gauntlet.)

From what I understand of the threat mechanics, I think it could use a lot of refinement - but that's so deep in the belly of the beast that it's highly unlikely.
I don't rarely pug at all and I do expect people to play how they like and not like to be told otherwise which can mean that often players will do things that can frustrate another player. Frustrations are something that devs can limit in a game. I do not think all auras should be too great neither but this one does not allow time for recoveries as much as others. It's nothing to do with build numbers that I would make a thread on this, it's to do with past forum comments so now I am trying to just hash this one out, not win it, just try to make sure that all that can be said is said.

I don't know how many WP tankers are out there losing aggro or keeping it. I just know that now and then some people with RTTC are losing aggro to Scrappers or Blasters and wanted to know if its counterproductive to fun in anyway.


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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Originally Posted by Talen Lee View Post
It's really funny when you read Dawn's posts and sig together.
Not to me, I've read those sites, I am only interested in fun aspects. A lot of people don't read them sites, build and play their own way in game. Given that I'd be 100 % sure that sometimes someones RTTC will lose aggro when other types of tankers will not. This loss can be counterproductive to peoples ideas of fun.


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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Originally Posted by New Dawn View Post
Given that I'd be 100 % sure that sometimes someones RTTC will lose aggro when other types of tankers will not. This loss can be counterproductive to peoples ideas of fun.
Fiery Aura Tankers get knocked back, which can be counterproductive to people's ideas of fun. Invulnerability Tankers have trouble with Psi (and sometimes even other exotic damage types), which can be counterproductive to people's ideas of fun. Dark Tankers can have stunned foes wander off, which can be counterproductive to people's ideas of fun. And so on.

I'm trying to understand why Willpower should get special treatment.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

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Originally Posted by Sailboat View Post
Fiery Aura Tankers get knocked back, which can be counterproductive to people's ideas of fun. Invulnerability Tankers have trouble with Psi (and sometimes even other exotic damage types), which can be counterproductive to people's ideas of fun. Dark Tankers can have stunned foes wander off, which can be counterproductive to people's ideas of fun. And so on.

I'm trying to understand why Willpower should get special treatment.
Maybe because a tanker's primary purpose is to gain and hold aggro and it's an order of magnitude worse at it than any other tanker set? As things stand I have no interest in playing a WP tank and I certainly won't trust one to hold aggro on a team.

I firmly believe that if a tanker can't hold aggro that it's worthless. All the durability in the world is pointless if you can't hold aggro and in the vast majority of player's hands a WP tanker can't hold aggro. I've only played with 1 WP tanker who could do an adequate job of aggro control, and even he had considerable difficulty.

When I'm playing a tanker if there's loose aggro I feel that it's my fault, baring something stupid like one teammate running into a different mob than the one we're currently working on. A good aura means that my other tools are available to handle anything that gets loose; I can count on my aura keeping the interest of the mobs nearby. Yes, I'm sure I could play a WP and do a "decent" job. I don't look for "decent" when I'm tanking though; I work for total aggro control.

Yeah, I'm a perfectionist, if there's anything I could have done to prevent a faceplant I take it as a failure on my part. It's for this reason that I have no interest in WP as it currently exists, it gives me no advantages in durability over my Stone, Invuln or Shield tankers and it can't do the job of aggro control anywhere NEAR as well. Let's face it, if you aren't holding the aggro what's the point in durability?


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

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Originally Posted by Sailboat View Post
Fiery Aura Tankers get knocked back, which can be counterproductive to people's ideas of fun. Invulnerability Tankers have trouble with Psi (and sometimes even other exotic damage types), which can be counterproductive to people's ideas of fun. Dark Tankers can have stunned foes wander off, which can be counterproductive to people's ideas of fun. And so on.

I'm trying to understand why Willpower should get special treatment.
I think out of them only the KB to Firetankers really counts, just on how the bigger need to do something about it yourself. Invulns can +hp at the least and pretty much almost get any defender to help them well enough with psi. Dark tanks don't need to run oppressive gloom if its a problem. Where else do Firetankers suffer? Well as I remember being lvl 22 in DA you could run in and be totally debuffed so your aura affected no one, all them damage ticks missed unless you acc'd well. Needing slots in other places to and dam and end reds in the aura and from that day onward I would never have a Firetank without Build up.

Willpower in the first few seconds will have their aura autohit but then all mobs could end up being dispersed by someone and then they'd say taunt, which should by a storm shaman be probably -rechgd, their running speed slow too. Death Shamans should iirc reduce what tohit a Willpower tanker has and so they may not land hits. But its alright that taunt will rechg with whatever slotting they have around level 20-25 in say possibly over 10secs nobody has due to that -rechg. This is a downfall that is more likely to affect other players not just the tanker imo and unlike the Firetank, Dark tank and Invuln there is not as much that it can do about the aura. Firetanks can get kb prot and use build up, dark tanks don't have to run OP but could get quicksand one day and Invulns can get res to psi and def to psi.

I am going to have to test that with a new WP tanker as I have had mine, over well, since they come out and DA is a bit low for me. Exemping with overleveled toons is wrong as the slots will be there. Between 20 and 25 you can only use so many slots. I picked on DA as thats where Castle went with his Firetank and earned great xp, I did it but since I done it I see it as a great zone to see how well you put up with secondary effects.

Too much trade off means other people can get aggro too easily in the lower levels, particularly with new players I'd imagine. Hard to datamine that so a duration atleast so taunt rechgs again say an acceptable average of 5 secs might be alright.


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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Originally Posted by New Dawn View Post
That's with Taunt Sarrate. I am talking about mobs say 17 of them, during the first few secs. The first few secs where you have taunted 5 and aura'd some and hoped that gauntlet hit. Gauntlet is not autohit now is it? You can't promise that that is going to always be there. Something for any reason is not in your aura all of a sudden due to a KB can suddenly remember or think of someone else in no time. That no time whilst taunt is recharging which is what I am getting at but it aint sinking in anywhere with anyone. That time under great amount of tohit debuff in Dark Astoria when tankers don't have that many attacks anyway and so gauntlet aura could be poo. Under slow conditions, likely in DA as you only have to check out what them Shamans can be packing for powers.
The solution to those crutial first few seconds is to get to the spawn first. That can buy 5-10s, which is enough for 2-3 Taunts (depending on recharge), not to mention AoEs/cones. If you're keeping Taunt up on most mobs, then knockback isn't that much of an issue. Just rotate to Taunt the ones knocked back next cycle.

As for tohit debuffs, Taunt is autohit (as you know), and several sets with stronger auras have a tohit check and pulse slower.

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Originally Posted by New Dawn View Post
Yes it would threat level but the additional duration would actually better help keep mobs interested in you the moment they left your aura. That debuff is not enough. It doesn't do anything for threat really unless the taunt duration is there with it. I just think it would give additional time for anyone to get any suddenly lost npc back before that npc does something to someone. Sacrificing that if we had to for that extra taunt duraion would actually be better for aggro control.
To the best of my knowledge of threat mechanics, that would gut the top end threat generation (ie: with Taunt, etc) by up to half. Yes, it would help the low end and those who play w/o threat in mind, but the fallout is those who do play with threat in mind could be severely impacted. I really don't want to imagine what losing up to half my threat generation would do against competetive Brutes/Scrappers.

By drastically lowering the top end to minorly increase the low end, you could make things currently possible impossible for those that care (ie: high end threat generation), while making the possible easier for those who don't. If I can hold aggro off aura Scrappers and Brutes (who don't Taunt), then I don't have to worry about holding aggro off Blasters at all.

What do you think that would do to my fun? (I'm not saying my fun is more important than anyone else's, but you can't make an argument on fun and ignore others' fun related concerns.)

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Originally Posted by New Dawn View Post
I don't rarely pug at all and I do expect people to play how they like and not like to be told otherwise which can mean that often players will do things that can frustrate another player. Frustrations are something that devs can limit in a game. I do not think all auras should be too great neither but this one does not allow time for recoveries as much as others. It's nothing to do with build numbers that I would make a thread on this, it's to do with past forum comments so now I am trying to just hash this one out, not win it, just try to make sure that all that can be said is said.

I don't know how many WP tankers are out there losing aggro or keeping it. I just know that now and then some people with RTTC are losing aggro to Scrappers or Blasters and wanted to know if its counterproductive to fun in anyway.
I was one of those who made the past forum comments before I was aware of all the nuances of threat that I know now. I used to be a lot more casual with my threat generation on other sets, relegating Taunt to a 'sometimes' power (AVs, grouping mobs, etc). Now I use it routinely and take threat very seriously, especially since taunt effects have become more and more prevalent in the game (Shield Scrappers, teaming with Brutes). Being complacent with threat generation now means you will lose it to those ATs.


 

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Originally Posted by Sarrate View Post
The solution to those crutial first few seconds is to get to the spawn first. That can buy 5-10s, which is enough for 2-3 Taunts (depending on recharge), not to mention AoEs/cones. If you're keeping Taunt up on most mobs, then knockback isn't that much of an issue. Just rotate to Taunt the ones knocked back next cycle.

As for tohit debuffs, Taunt is autohit (as you know), and several sets with stronger auras have a tohit check and pulse slower.
I realise that you would advance to the next spawn sooner, in this case with pugs you might have a controller with you at all times no matter if you ask them to stay with the team or not and clean up. I do know one person who said that a good controller would move with the tanker but I disagree with needing controllers let alone have one aoe immob a group I'd be trying to do things with. So taunt would help there if you could spam it around bare in mind that itll rechg for an average lvl 20-25 person roughly 7 secs. Sometimes teams are there before you know it and sometimes your just in one of them teams you cant leave behind. They might play like crap but if you don't try to do your job "that's you that is" and team disbands afterwards. You can't always leave pugs behind. That bad. In the name of fun in such teams better aggro control could help.

I haven't checked gauntlet in a while and I do test things just because of a new patch. It could be old info, but it confirms to me its still good info. If the tankers attack don't land then there is no gauntlet. I am just unsure of how much of a crutch taunt should be with WP, spamming it around under -rechg conditions is along recovery to make. Taunt is potentially a crutch with anyone who likes to do anything in any team make up no matter what on any tanker. I take it to not end up min/maxxing teams to get anything done. No matter what peoples concepts lets try and work as a team, get things done and maybe have some fun.

A slower pulse is why I like people to attack after I pbaoe, it is why Ice picks off aggro quick with the aura alone but its the duration that allows some time between attacking something and potentially getting something else off of someone.

I just dont see 1.25s penalizing the tank as much as it could be penalizing players with that tanker. I've seen tankers taunt whats they are attacking in melee instead of helping out some blaster held a few feet away with 5 mobs on them. I'd be penalized for teaming with a WP if they were a WP for sure because aggro would be everywhere but for the npc he'd be focusing on. Incidentally he shot off ahead but pugs being pugs went off on another route the blaster had been the only one of two to try and help him.


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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Originally Posted by Sarrate View Post
To the best of my knowledge of threat mechanics, that would gut the top end threat generation (ie: with Taunt, etc) by up to half. Yes, it would help the low end and those who play w/o threat in mind, but the fallout is those who do play with threat in mind could be severely impacted. I really don't want to imagine what losing up to half my threat generation would do against competetive Brutes/Scrappers.

By drastically lowering the top end to minorly increase the low end, you could make things currently possible impossible for those that care (ie: high end threat generation), while making the possible easier for those who don't. If I can hold aggro off aura Scrappers and Brutes (who don't Taunt), then I don't have to worry about holding aggro off Blasters at all.
Taunt duration is probably the biggest factor in threat generation. So more of that and less of the debuff should be alright, if that is the sacrifice to make although I don't think everyone can agree but I prefer aggro control over defense. How many Brutes take taunt? All mine do, most don't and the power taunt has a lengthy duration. Having said that Brutes are likely to steal an AVs attention off of a Tanker with taunt unless with taunt you are in melee to get the threat. Your threat is higher the closer you are. I've had to use taunt in melee just to compete with Brutes sending aoes the wrong way into team.

When it comes to AVs and Brutes you're going to need taunt to get aggro. They gauntlet, deal good damage and have possibly a better aura. When it comes to AVs and anyone in team you probably need taunt anyway, aura has a tohit penalty. How needed is taunt to get through the lower levels compared to the higher? Not as much although I do get it for GMs and AVs that you can see from 12 onwards really. So in lower levels with few gauntlets and slots to use a longer duration would be beneficial. At higher levels taunt is a godsend anyway.


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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Originally Posted by Call Me Awesome View Post
Maybe because a tanker's primary purpose is to gain and hold aggro and it's an order of magnitude worse at it than any other tanker set?
This is one of those statements that sounds really good to make and while you can show some numbers that demonstrate the taunt effect of the aura being weaker, in actual play, there is no way a Willpower tanker is an order of magnitude worse than any other tanker at being a meatshield/aggro magnet.

In the end, it is a nonsense statement.

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Originally Posted by Call Me Awesome View Post
It's for this reason that I have no interest in WP as it currently exists, it gives me no advantages in durability over my Stone, Invuln or Shield tankers and it can't do the job of aggro control anywhere NEAR as well. Let's face it, if you aren't holding the aggro what's the point in durability?
A Willpower tanker can hold aggro very near as well as every other tanker. In some (extremely rare and specific) cases it is even better than some tankers thanks to the aura being auto-hit and having a debuff. Your experiences do not match my own with the set.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Ok further to what I was saying Sarrate I got these figures in from DA going into a +2 group. They may not even be the best figures but they will do.

Between an Avalanche Shaman, a Death Shaman and a Avalanche Shaman there was the run speed reduced to 5.5mph, the rechg reduced to -61.00 and tohit reduced to 4.85%, I'm sure that was base. So the moment some npcs escape your taunt takes longer to rechg so spamming that about can be slow, your gauntlet just nowhere as you can't hit a thing and getting to mobs at a distance will take time - good thing they're slow though. It's just an example, when in the early twenties its not always the way a tanker would compensate for such enemies through powers and slotting. Later on ingame you get other factors, well ya do throughout. So what in theory one could claim to expect of any tanker we might team with and what we would get is another. The only one not really penalized for easy loss of aggro is probably the tanker out of the entire team.


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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Trick question:

Would changing RttC from a 1 sec Activation over to a 2 sec Activation ... and simply doubling the durations of all of its effects ... result in better aggro holding?

It would mean that RttC would be potentially "slower" on the aggro magnetism all by itself, since the ticks would be every 2 seconds instead of every 1 second ... but at the same time, the doubled duration of taunt and debuff effects would strengthen RttC's aggro holding potential.

Even better yet, with two common 50 IOs in RttC, a 2.5 second duration would be extended to 4.6 seconds ... which on a 2 second activation could easily result in a double/triple stack of RttC taunts, which ought to easily extend to 6+ seconds (when including stacking) in the case of stunned mobs wandering beyond aura radius. That means that under most circumstances, a stunned mob would need to stagger to the edge of RttC radius and would then remain taunted for an additional 6+ seconds once they wandered beyond RttC radius. Again, this would strengthen RttC's aggro retention capacity, rather than diminish it or leave it the same.

Slower on the uptake, due to double activation time ... but also slower to shed aggro/regen/debuff too due to double the durations.


It's the end. But the moment has been prepared for ...

 

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Originally Posted by Redlynne View Post
which on a 2 second activation could easily result in a double/triple stack of RttC taunts, which ought to easily extend to 6+ seconds (when including stacking) in the case of stunned mobs wandering beyond aura radius.

There would be no stacking. One duration replaces another and thats it as far as I am aware.


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.

 

Posted

I am still struggling to listen to the misinformation that goes through here. I expect the naysayers have never played WP, or have only teamed up with just 1 in the past that was terrible.

Your (non-WP) taunt aura is generally in the order of 10 seconds, just the same as a single gauntlet taunt from any attack. Your taunt aura needs to hit, just like an attack does anyway.

Someone leaving your aura for 1 second means nothing when you're attacking because unless they are knocked back for approximately 10 seconds they are still under the effects of the combined taunt from previous attacks. If they are out of your aura at this time, guess what, they would have been outside of your auto-aura anyway. What you need at that stage is Taunt which lasts ~40 seconds unenhanced (mine is 6 slotted so it lasts forever).

Try attacking. If you complain about requiring 1 second to establish your control with an attack, try a taunt as you leap in or hit them with an AOE as you do so. Then they are aggroed on you before you even arrive. If you want to keep getting upset about that first second of lack of control, spare a thought for the toggle auras that do damage and only tick every 2 seconds. OMG they are worse! Not really, because the aura is a small part of what keeps them on you.

Some other things to consider:

Yes, a taunt aura will apply a debuff of some sort, or add damage, which WILL contribute to your overall aggro. But a small zap from a lightning aura is insignificant to a hit from an attack like Fireball, Crowd Control or Footstomp. Miniscule. 1/30th the damage. Some of the toggles that are more useful and get a lot more hate (ice with double aura and heavy debuffs).

If you simply attack as you leap in, AHEAD of everyone else, and then just start swinging, the only people that leave you are those above aggro cap or those you have been exceptionally unlucky to hit between a multitude of chances through gauntlets. That is an issue that every tanker will have so it is not unique at all.

Yes the taunt aura is worse. But attacking is so much more than just a passive taunt.

/rant over


 

Posted

Quote:
Originally Posted by New Dawn View Post
There would be no stacking. One duration replaces another and thats it as far as I am aware.
Tanker: Rise to the Challenge

Self:
  • Regeneration +0.25 for 1s If NOT on a PvP map
  • Regeneration +1 for 1.12s If NOT on a PvP map
    Effect does not stack from same caster
  • Regeneration +0.25 for 1s If on a PvP map
  • Regeneration +1 for 1.12s If on a PvP map
    Effect does not stack from same caster
Target:
  • +1.25s Taunt (mag 3) Raid mob (like Hami), Must hit at -20%
  • +1.25s Taunt (mag 3) PvE only, not Raid mob (like Hami)
  • ToHit -3.5% for 1s
    Effect does not stack from same caster
Please show where the key phrase Effect does not stack from same caster applies to the Taunt portion of effects on $Target.

I see that the Regeneration effect does not stack from same caster.
I see that the ToHit Debuff effect does not stack from same caster.
I am failing to see how the Taunt effect does not stack from same caster.

Please enlighten us as to how your assertion is correct. Extra bonus points will be awarded for showing your work.


It's the end. But the moment has been prepared for ...

 

Posted

Ok, is it difficult to hold aggro on a Willpower Tanker, especially at lower levels? Yes. Is the problem being blown out of proportion in this thread? Yes.

Can anything currently be done by a player to solve this problem? Yes. Just like giving your Fire Tanker Acrobatics or a KB protection IO, there is something you can do to fix Willpower's aggro problem.

I have a level 50 Willpower/Super Strength Tanker, as well as several other WP Tankers in the 30+ level range. I have Taunt. I have Taunt Enhancements slotted in RttC and in Taunt.

I jump in, Footstomp or Whirling Hands or Fire Sword Circle, and then I Taunt. Rinse and repeat. I'll be happy to give in-game demonstrations. I guarantee you that only another Tanker will be able to pull aggro from my Willpower Tanker.


 

Posted

Quote:
Originally Posted by Redlynne View Post
Target:
  • +1.25s Taunt (mag 3) Raid mob (like Hami), Must hit at -20%
  • +1.25s Taunt (mag 3) PvE only, not Raid mob (like Hami)
  • ToHit -3.5% for 1s
    Effect does not stack from same caster
Please show where the key phrase Effect does not stack from same caster applies to the Taunt portion of effects on $Target..

OK there it is. It's all under Target from what I can tell.


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.

 

Posted

I think now I have definitely hashed this one through to see if a change is wanted. Fun is subjective so have to go with that - damn hindsight. If I was having issues then with all 3 of my WPs I would of had them years ago. Thanks to those who were polite and constructive.


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.

 

Posted

Quote:
Originally Posted by New Dawn View Post
OK there it is. It's all under Target from what I can tell.
... and applies to the ToHit Debuff, but NOT to the Taunt.

Is it too late to /em facepalm ...?


It's the end. But the moment has been prepared for ...