Keeping aggro with WP/Stone
RttC has the lowest taunt duration of an of the taunt auras (something like 2 seconds) so it doesn't really pull threat as much as other taunt auras do. Tremor will work wonders, but you'll really need 'Taunt' the power to actually hold decent aggro on everything.
Especially when comparing it to ice/ice, which as decent AoE (ice patch, that foot stomp clone) and 2 taunt auras (icicles and chilling embrace) both of which have VERY high taunt durations, your WP/stone won't be able to keep up at all.
RttC is on the other(weak) end of the taunt spectrum compared to Chilling Embrace.
Keep spamming your AoEs and switch targets often with your ST attacks is the best thing you can do without devoting slots to RttC just for taunt.
At the very least keep the attention of Lts, Bosses, and up. Minions can probably be ignored as they should be dead pretty quickly on teams (exceptions are minions like Malta Sappers).
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
There are two main things that are a must for holding aggro on a WP Tank:
1) Taunt - If you don't have this power, your threat generation is severely crippled. I would suggest not just taking Taunt, but having it well slotted. (5-6 slots, both Mocking Beratement and Perfect Zinger a great choices.)
2) Playstyle - This is the biggest change, especially after coming from an Ice Tank. Instead of being very laid back about threat, you need to be very proactive in your efforts to generate it. This means using Taunt frequently and switching up which targets you're using it on. Spamming Taunt on the same target(s) over and over is counter productive when you're trying to hold aggro on a large spawn. It also helps if you can learn when it's safe to move to the next spawn while your group mops up the current one, this will give you time to spread Taunt on enemies.
This may sound a bit daunting, but I found it to be a very positive experience. Learning how to hold aggro on a WP Tanker will make you that much better at holding aggro on all your Tankers.
I can give you more information if you'd like, but I decided against hitting you with a wall of text right off the bat. :P
Taunt, Fault, Tremor, and ST gauntlet for aggro.
I pretty much just ignore the Taunt component of RTTC, because the only way a character is not going to pull aggro off of RTTC is if they're not on the map yet.
Thankfully, next level you'll be able to pull off the most awesometastic aggro/mitigation combo available with Fault->Tremor, which not only taunts the mobs you hit, but keeps them on their butts for most of the fight. Generally in that order, and with a short pause in between. Keeps the stunned mobs from wandering too much after Fault, and the short pause allows them to start getting up so you can knock them flat again.
There are two main things that are a must for holding aggro on a WP Tank:
1) Taunt - If you don't have this power, your threat generation is severely crippled. I would suggest not just taking Taunt, but having it well slotted. (5-6 slots, both Mocking Beratement and Perfect Zinger a great choices.) 2) Playstyle - This is the biggest change, especially after coming from an Ice Tank. Instead of being very laid back about threat, you need to be very proactive in your efforts to generate it. This means using Taunt frequently and switching up which targets you're using it on. Spamming Taunt on the same target(s) over and over is counter productive when you're trying to hold aggro on a large spawn. It also helps if you can learn when it's safe to move to the next spawn while your group mops up the current one, this will give you time to spread Taunt on enemies. This may sound a bit daunting, but I found it to be a very positive experience. Learning how to hold aggro on a WP Tanker will make you that much better at holding aggro on all your Tankers. I can give you more information if you'd like, but I decided against hitting you with a wall of text right off the bat. :P |
Currently, I have Rise to the Challenge slotted with 2 end, 3 heal, 1 taunt (level 25 IOs) and I spam Fault slotted with 1 acc, 1 recharge, 1 taunt. (I have Hasten and Taunt, too, and use them.)
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Also, slot Fault all the way up, it's very effective if you do. I'd consider frankenslotting a/s/r triples from all 4 Stun sets and a r/e and the proc from Force Feedback. That's pretty nice.
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
In an unrelated (to the topic) musing, I started labs in phlebotomy today. Fun times.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Thanks for the great responses, everyone! I'm looking forward to Tremor and will be more proactive on my taunting, too.
(Starflier and Infini -- I hope the labs are going well! 'Love your phlebotomist!')
Always take taunt on a tank. Not only it keeps aggro, it generates it from a distance and it is AoE - while you sit in the middle of the mob looking awesome, pull even more enemies into your auras and AOE attacks with the taunt. The critical component is that it applies 75% debuff to their visibility range so they start running towards you even if they prefer range.
A tank is a kind of a controller and the taunt is your ranged AoE hold.
I have a lvl 50 WP/Stone and I actually have no problems tanking with her during the early levels. RttC should be slotted with taunt and one end redux if you need it...which you really shouldn't considering you get quick recovery and stam is free these days. Taunt + Rttc = profit. Add fault and its just fun watching enemies flop around.
"If you can make a girl laugh, you can make her do anything"
"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."
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
Taunt, Fault, Tremor, and ST gauntlet for aggro.
I pretty much just ignore the Taunt component of RTTC, because the only way a character is not going to pull aggro off of RTTC is if they're not on the map yet. |
Thankfully, next level you'll be able to pull off the most awesometastic aggro/mitigation combo available with Fault->Tremor, which not only taunts the mobs you hit, but keeps them on their butts for most of the fight. Generally in that order, and with a short pause in between. Keeps the stunned mobs from wandering too much after Fault, and the short pause allows them to start getting up so you can knock them flat again. |
Stone Melee is a great set with a ton of soft control in it's knockdown from the hammers, Fault and Tremor along with the MAG 4 hold in Seismic Smash. Fault and Tremor will be your heavy lifting aggro getters and you'll also get lots of use out of Taunt. It isn't like an Ice tank where once you get close to the mobs you have their aggro sewed up without any further effort on your part, with a WP you'll REALLY have to work at it.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
This definitely. RTTC is, well, worthless as a taunt aura so your other tools have to do the heavy lifting. Coming from an Ice tank with the best aggro tools in the game to a WP tank with by FAR the worst aggro tools in the game will require a massive adjustment in your playstyle.
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As for why I feel this way, I tried to explain it in this post.
I might get to run my WP tanker tonight with RTTC turned off, then repeat the same mission with it turned on. After seeing the difference I might then try to get myself to agree with the lack of taunt duration conceptually.
I won't pull that endeavour on a PuG. Hopefully my mates will be on who might indulge me into it. If not tonight then soon.
I say this, because if anyone else can do it then pls do as I wouldn't mind other results versus different enemies at different lvls.
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.
I find many people overstate /WP's lack of threat. Yes, it is weaker, but if you are active with your secondary and cycle through targets, taunt is far from necessary. Don't get me wrong, Taunt is a great tool and worth taking, but too many people use it as a crutch.
I find many people overstate /WP's lack of threat. Yes, it is weaker, but if you are active with your secondary and cycle through targets, taunt is far from necessary. Don't get me wrong, Taunt is a great tool and worth taking, but too many people use it as a crutch.
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Back before Castle and Ghost Widow went through the threat code, figured it out, and explained it on the forums**, I was playing an Invuln Scrapper and would frequently team with an Invuln/SS and Stone/Stone Tankers. I would inevitably rip aggro from them.
So if a Scrapper can do that (who have a threat modifier that is 75% of a Tanker), then a Brute would be generating even more threat.
* Mathematically, all things being equal, I don't see how a Tanker could hold agro over a Brute. By that, I mean identical attack chains, using Taunt at the same times, etc. Having said that, Taunting Brutes are rare.
** By the way, if you two are still around reading the forums, I cannot thank you enough for that information.
RTTC isn't "pretty worthless" for threat generation, especially when leveling up. That's my verdict after tonight.
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.
This may sound a bit daunting, but I found it to be a very positive experience. Learning how to hold aggro on a WP Tanker will make you that much better at holding aggro on all your Tankers.
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This is 100% correct. If you can control aggro with Willpower, the rest of the primaries are a walk in the park.
I am using Nerve in my Alpha slot, which grants Taunt in Tier 3 and Tier 4 to every power you possess that is capable of slotting for it. I highly recommend it when you start your Incarnate abilities.
"I never said thank you." - Lt. Gordon
"And you'll never have to." - the Dark Knight
This is 100% correct. If you can control aggro with Willpower, the rest of the primaries are a walk in the park.
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Whenever I get a WP tanker on my team I always consider them a scrapper and not an aggro holder until I'm proven wrong. Yes it can be done, and I've seen two WP tankers I'd trust to handle it with no qualms at all. Unfortunately it takes a player who knows how to tank well and who really works at it, something that's very rare. I'm somewhat spoiled by regularly teaming with people who really do know what they're doing so a more typical player stands out.
In the last few weeks though I've seen a considerable number of rookie players coming into the game; something that I haven't seen happen in years. I'm glad to see the new blood come in and quite a few I've teamed with are willing to learn and take advice. I ran across someone last week who just started playing and wanted to learn how to tank correctly. I gave him a few pointers and referred him to the boards and Dech's guide on tanking.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Aggro holding isn't helped by someone opening early with a aoe knockback whilst someone else opens early with aoe immob room.
Then there is the different AI, some don't/won't recognise taunt and some resist it too well.
A partial mix of which is likely to be found in the early levels doing a Synapse TF for an 8 man team.
The blaster with the AoE knockback is likely to die once throughout the TF and the controller with the immob abuse is also likely to die once throughout the TF.
Thats with a low level WP at the helm, with only so many attacks, only so well slotted, swap out that WP for just about anyother type of tanker and no defeats is likely.
All the low taunt duration in RTTC does is catch other players out. Debt is gone within the next minute. It's hardly worth keeping that taunt duration low imo. Despite an average plausible Willpower tank led Synapse time of 90-100mins it still makes Willpower less efficient.
If formerly clustered mobs were caused to spread by other players then unlike with other tanks the mobs won't remember the WP and be more spread, until recovered, that recovery adds time, the spread means aoes aren't so efficiently used. We could all play better but that'll never happen.
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.
Hi,
I've got a 34 WP/Stone tank that I love, but she doesn't seem to hold aggro as well as I'd like.
Currently, I have Rise to the Challenge slotted with 2 end, 3 heal, 1 taunt (level 25 IOs) and I spam Fault slotted with 1 acc, 1 recharge, 1 taunt. (I have Hasten and Taunt, too, and use them.)
Maybe it's that I'm used to my 50 Ice/Ice tank who has amazing aggro control, but with my WP/Stone one, I find sometimes even one group of enemies on an 8 person team results in squishies stealing aggro.
Did they change the aggro cap again? Does the disorient from Fault reset a mob's tauntedness? Do people slot Rise with even more Taunt?
Thanks in advance!