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Tanker Gauntlet Curve


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This has been an issue since the game was live and never changed.  All other archetypes gain pretty much full use of their inherents from the start but tanker's doesn't really work. The duration of taunt doesn't even last til the cooldown of you next attack.  It starts at like 0.24 secs  I think AND gauntlet has to actually hit.  I think Gauntlet needs to start scaling up from about 2 secs and autohit  other targets if your attack actually hits.  I've been running low level stuff over and over, just watching how mobs respond to my attacks as a tanker and they just ignore Gauntlet like clockwork. You can see them immidiately run after other team members.  Please please change this long forgotten sadness!

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Oh I actually understand your point, definitely can happen but ,  If i face plant at low level because of it .... I'd still be happier knowing that it's functional. Where as a brute gets fully functional Fury right out of the box :D

 

A suggestion would be to add additional functionality to Gauntlet, such as just making it a 0 endurance toggle or maybe have it proc a very short and small Defense buff (like .5% for each hit, assuming limit is still 5 targets max, you get 2.5% def for about 1.5 secs or something ) for each mob that gets gauntleted and it just wouldn't stack passed that and would be unenhanceable.

 

I'm just saying , if they have an inherent like every other Archetype it would be nice if it was useful at that low level.

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At the levels where this is an issue, Tankers are not significantly more survivable than other archetypes. This change would likely cause baby Tankers to face plant in groups with much greater efficiency.

 

Pretty much the sum.

 

Aggro at levels below 20 CURRENTLY cause infant tank death.

 

As tanks level, gauntlet becomes pretty much pervading. My inv/SS tank post lvl 25 rarely loses aggro to anything. Possibly the sole survivor or a blaster Nova, and then for only a second or two.

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The issue is pretty much gone when you get the aggro auras. I also belive the aggro system is progressive, so the more stacks of taunt you got on the target the less it takes from friendly players to pull the aggro from you, this is how most older MMO aggro system worked atleast. This means that the fault is really due to your team members not giving you enough time to build up aggro.

 

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