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#1
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I was taught to do the same thing - taunt and then kick for a little bit more aggro on the top. What I've found is taunt is far more successful if you are in the correct position, as close to the front of the mob as possible. A stun lets you get to that position for maximum success rate. Also, white damage is required to hold aggro after a taunt anyways with or without a kick. For anything not stunnable I still kick after a taunt.
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#2
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kick (stun or otherwise), bash, and slam provide VERY minimal threat. Anything is better than nothing, but kick-stun does not really generate much hate and shouldn't be assumed to do so.
Not counting consumables or charged items, as a warrior you basically rely on haste, weapon ratio, and weapon proc. The first two are directly under your control while the last is a matter of choosing your weapons (and dexterity on gear) wisely, and straight up luck. The only skill boils down to plain ol' situational awareness and not doing stupid shit like mashing taunt when you're already on top of the aggro list. Your position relative to the mob is meaningless for taunt other making sure you're close enough to physically taunt.
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Last edited by Troxx; 06-23-2017 at 03:47 PM..
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#3
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Quote:
Apparently melee stuns were initially intended to generate similar aggro to spell stuns, but due to a bug this effect never actually worked. The mistake was never realised until the shield review. It would have made sword and board an effective method of tanking from vanilla release, but by 15 years of EQ and the game evolving around the broken mechanic, it was a bit too late to fix. I generally taunt then kick. I find if the kick misses then the taunt is likely to fail too (out of range or whatever). I don't bother with disarm / beg / etc. As far as I can tell, disarm and (crit fail) beg will add you to the hate list, but don't actually add any points of hatred. | |||
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#4
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Quote:
To add to it, kick, regardless of stun or not, generates 10 hate. Not much to write home about. I suspect slam and bash are similar, though briefs and I didn't check. Some other things we found: 150 cap on initial threat (getting added to hate list), and riposte doesn't seem to generate threat (iirc) Distance doesn't play any role in threat generation or taunt (other than being within range) from what I've seen in our testing though we never specifically controlled for it. Wouldn't mind running a few parses if someone wanted to check out the distance claims and finalize bash/slam.
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Last edited by khanable; 06-24-2017 at 06:50 AM..
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#5
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Not sure if it actually makes any kind of difference but I weave disarms in there too lol.
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#6
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I second that point on ripostes, the number of times there's been an over pull, I hit riposte disc thinking I'll save the day by dropping a bunch of hits to build a chunk of aggro on all the mobs, only to have them all run off after receiving a small heal. It makes me also believe riposte hits don't add aggro (at least through the disc, if not generally).
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#7
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Quote:
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#9
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There's no need for further tests Cucumbers [You must be logged in to view images. Log in or Register.]
This game is 18 years old and these aren't exactly complicated topics. I'm always amazed that raid geared tanks on this server (one within this thread) still believe stuff like "bloodpoints are good aggro" and "standing closer makes taunt work better". Game mechanics are quite simple for eq ... but there's beauty in that simplicity [You must be logged in to view images. Log in or Register.]
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