Taunt questions/suggestions

Comfortador

Dalayan Beginner
I'm not sure if this is how it is supposed to be, I'm aware this isn't live EQ. However one thing I noticed in the low levels, don't know if it changes as you get higher, but the taunting seems to be out of whack.

Enchanter Slows/Weakens/ and dots were all jacking the aggro from the warrior I was grouped with, with little effort. Even if the mob was half dead from the warrior already. I played a warrior up to 20, and noticed while I was leveling that I could never hold a good aggro on the mobs, they were always switching.

There could be alot of reasons or official explanations, but I would like to officially request that warriors get some extra taunt, because as of right now, (with my limited view) it appears they are sorely lacking. Or maybe the taunt of the spells be looked at for possible overaggro?

Thanks for any time spent reading / explanations given.
 
Can't speak for the low end, but I don't know any properly equipped high level warrior that has trouble holding aggro. At the top end, it's actually hard to lose aggro in the first place.
 
Taunt doesn't actually add much aggro, it just puts you at topaggro+1. If someone is outdamaging you, they will most likely grab aggro, so tell them to control their aggro, because you probably won't have a lot of aggro procs at the low end.
 
Maimai didn't slow at all in groups until about level 45+ because it would peel the mob off the tank at pretty much any HP (always grouped with a war friend and his clr so dont know about pal / sk)
 
I've only noticed this with certain warriors I group with. Sometimes anything I cast on the mob will take agro off him other times it's not a problem at all. My brothers warrior who we kitted out with some decent adept gear never has any trouble keeping agro as long as I wait until the mob's down to 80 or 90%. Another odd thing I've noticed though is that with my pet agro is extremely odd. I can sic my pet on something, slow it, it runs at me then turns around and keeps after my pet, or when it doesn't do that oftentimes when I chaos flux the mob it will randomly change agro from me to my pet.
 
You're right, the way taunt works, it wouldn't be the taunt that's the problem. I guess it would be the AMOUNT of taunt the spells cause. Like the previous guy said, I'm gonna end up not using slows until higher levels, cause my enchanter gets his ass kicked just from casting a slow and maybe a dot. Root is as unreliable as I've ever seen it here, so really it's just signing a death ticket.

I thought it was just the druid root, but leveling my enchanter I see it's any root hehe, sometimes it lands and wears off in the same second.
 
I think your root problem may be low charisma, or lvl of the creature fighting...possibly?
 
I dunno about charisma, it's low due to lack of gear. The level range has been consistantly varied (heh). Blues, Evens, Yellows, Reds. I have a harder time landing root to begin with on tougher mobs, as it should be. But once I do land it, it doesn't matter what it cons for the most part.
 
DD spells tend to break root pretty quickly and efficiently. So if you're nuking after you get it rooted that'd explain it breaking. Best thing I can suggest is to pump your charism up as high as you possibly can, fully buffed I've got mine up at 190 at the moment (and maxed focus/mind) and I have very few problems with things resisting and I hardly ever get agro unless the tank I'm with isn't doing enough damage to generate hate.
 
Level of the root spell is the big factor. Regular 'ol root breaks all the time, but higher level ones like Fetter tend to break from nukes and the like a lot less.
 
Yeah I know nukes break roots, but Adalus may have a point about the higher level root spells. Alot of my issues i'll wait and see on cause I am low level. However, I should state my peace on that. Lower levels shouldn't have it so rough just because their lower levels. One spell grabbing supreme aggro, one spell never landing for more than 5 seconds cause it's a lower level spell. I know the game isn't supposed to be retardedly easy, but sometimes low levels really get the shaft.
 
Dunno bout on SoD, but on live, my cleric always used her lower lvl root, Instill because the higher lvl ones just didn't stick for long. Same thing with my wizzy friend on live, Instill was better. On SoD I play a Necro and tho I have a root, I never use it, my pet holds aggro 99.99% of the time. Not sure if it's the types of mobs I kill or what, but I rarely have a mob on me and even on the extremely rare occasion I do, my pet taunts it right back. Never had an issue with my Druid roots on Live or SoD. My lvl 21 Druid uses the root, DoT, and nuke method cos kiting makes me dizzy :p Her root breaks but not right off, very rare when it lands and only sticks for a second. Usually she gets the mob to 50% or less before root breaks and finishes off with a melee/nuke combo. Anyways, low lvl druid root works and pet taunt works, dunno why lower end warrior taunt is so crappy. Maybe it's like the lower end Necro pet, more often my pet couldn't hold aggro at low end, maybe his skill got better or something, no idea.
 
I wish i had your pet. Mine will keep something off me as long as I don't cast spells or attack it. For both mage and necro. None of my roots work well at all. If they are trying to attack me, it is usless, Snare is the only thing that will keep me from dieing in a fight
 
With regards to aggro, I've found that by the mid 40s a warrior can hold aggro pretty well if he wants to. That's with less than superbly geared warriors.

I 2 box a paladin and shaman, and I can easily hold aggro with stuns. If I'm not stunning, though (which is pretty much never), I have to be very careful if I want to keep aggro if I have anyone in the party with high DPS. I'm not sure how different it is for warriors, but I can easily pull with a stun with the paladin, land a slow with the shm, and then have a warrior taunt the mob off of the pally on the first successful taunt. He then generally won't lose it unless I we have a caster in the group (or my shm) burning mana pretty quick, or someone stunning.

The key in that case may be getting to a high aggro level with that initial stun and a few hits, before the warrior taunts. Since the pally can keep aggro through most fights on just the initial stun, that means a warrior (who likely attacks faster and dishes out at least as much damage as my pally, who uses a heavy duty 2-hander, thereby generating more aggro) will probably have no problem doing the same. Supposing Pally aggro = a lot, warrior aggro = a lot + 1, and grows faster.

I don't think I've played in a group since about level 10 where I didn't pull, so I can't say whether there are more problems if the warrior himself or someone else pulls.


/shrug personally, I prefer paladin to warrior. I played a war in live (obviously different, especially since I last played a little over 2 years ago when warriors were seriously borked), and my paladin puts him to shame. Aggro is a cinch to hold, pulling in almost any situation is no problem with pacify and root, and DPS is pretty solid with some of the weapons you can get. Also, if you decide to go with a 1hander and shield, you have some really nice options for solid DPS and a lot of extra AC. With the starfall shield and a dragonspine spear I can nab AC over a 2hander, and I'm sure as I get into the 50s I'll find some better shields.
 
well, i play warrior/druid combo. and so far ive gone through 62 levels... in my levels ive noticed that in low end it was a lil tougher to keep agro. no agro procs and dmg just wasnt so hot. was usin some real crap weapons for a while heh. once i hit 30-35 i got a few decent weapons and was keeping agro pretty well. now i am at 62 and take aggro on accident without taunting.....
i think that the pally pull thing sounds pretty decent way to get agro up and to help keep agro from a ranger or a rogue or other members. as long as pally doesnt take agro back the warrior shouldnt have a hard time.
a couple of nice weapons helps. but a few good timed taunts does nicely also. (for example: taunting directly after the chanter or shaman slows. properly timed with success, and the mob wont even move.)

EDIT

also, about roots. my 62 druid casts root and sometimes it stays for minutes. sometimes not half a second. it seems rather random. my guess is that it randoms a time when casted and lasts that long unless the mob is getting hit with DD's.
 
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