Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

pug tanking trends


Torvai's Avatar


Torvai
08.13.2015 , 12:47 AM | #71
Quote: Originally Posted by OdinStormblade View Post
Well, yes. And no. The range for the 5% damage reduction is 30m. The 15m are from the 50% damage reduction of Assas/Shadows, so you're technically right, and I was wrong on that one.
The threat reduction on the other side has no required range, as far as I know.
No. Again, and this isn't meant to offend in any form, read the tooltip, sentence by sentence. Guard does two things, clearly stated there:
1) "While active, the guarded player takes 5% less damage and generates 25% less threat." That's the first sentence. These conditions apply as long as you are guarded. They don't have a range.
2) "In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires tank stance"
This also does exactly what is stated there: 50% of damage from players is transerred to the guarding player, as long as he's within 15m. As such, it has a range and only applies in PvP combat. And trust me, I've seen my fair share of people believing that this also works in PvE(granted, sometimes it does the animation even in PvE, especially for environmental effects like the water in TFB, but it doesn't transfer any damage).
Biggest problem with guard in PvP is, that it sometimes losses it's effect without a reason or simply falls of somehow

FerkWork's Avatar


FerkWork
08.15.2015 , 12:56 PM | #72
How I guard (all Examples are Previous NiM or this Tier HM) :

Guard Top DPS: Traditional fight with no survival burn phase,
Guard Healers: Burn Surival phase (Brontes ,Titan 6, Styrak, Revan Core??? (Theoretical), Terror, Council.), Fights with adds that need to be pulled from Boss or DPS need aggro (Sparky, Bestia, Raptus Kiting on Council, Draxus if you lack taunts for Dismantlers), Trash mob fights (Commanders, any other trash mob fight)

Guard swap is an interesting idea I've been trying out some more to spice it up, but it's so much more worth it on Juggs (Rule of Two Passive) and Sins (Utility) due to the bonuses it gives for guards or guarded players.
Dank Memes Legacy @ Star Forge / Baguettes Legacy @ Satele Shan
Yam'unun, Original Dank Meme Lord

Council Master of <Fortitude> Co-GM of <Aeon>
Izax VM Guide by Aeon
5.0 PT Shield Tech Guide/5.0 VG Shield Specialist Guide/ Twitch/Referral Link

Ximaus's Avatar


Ximaus
08.16.2015 , 04:50 AM | #73
Guard actually does have a range but it's not a practical one. It has a 30m range for applying it (which means you just have to be within 30m to apply the guard) and then it falls off if you transition locations or get further than 100m I want to say (could be 60m). Again; obviously not a practical range as no one in raid should be 100m away from you but there technically is a range on it.

Also there is no reason to guard the DPS after you have taunted the boss over and over for a minute of the fight. If any DPS pulls the main target after a half dozen taunts then your tanks are just not that good. In a fight where the main target resets (eg TFB Tentacles) then that is understandable but otherwise you can easily swap it to a healer after a minute or so.
Calur - Shizel - Liecra

JPileggi's Avatar


JPileggi
08.24.2015 , 08:47 AM | #74
I try not to take it personally but over-taunters can be annoying. I assume they do this because they don't have target of target switched on, so they have no way of telling if the target is being tanked or if its a dps pull? As for bosses, I don't usually have a problem with switches with other tanks. A switch isn't necesarry on Kel'sara SM unless dps is REALLY bad, infact its a bit of an insult to taunt when it's level 55 SM, so I disagree with you there.

Fighting for aggro is part of tanking and yes sometimes that includes fighting aggro from other tanks. The other tank is doing the same job as you, mitigating damage, if they aren't holding aggro, they aren't mitigating damage. Tanks are the first to be critisized if a mistake is made, so I think a lot of us devlelop a complex where we NEED to hold aggro on everything or someone might die as a result.

As for HP, I agree its bordering on ridiculous that a lot of people assume more HP=better tank. I had close to 59k HP in 192 gear, in 198s I now have 55k. and it will be more like 53-54k once I have more absorb enhancements. Whats the worst is when the other tank has no clue about tank gearing and augments and enhances for endurance and ends up with like 63k+ HP and people assume they are some sort of tanking god when in reality there mitigation is horrible and they are the worst to heal.

Torvai's Avatar


Torvai
08.25.2015 , 01:35 AM | #75
Quote: Originally Posted by JPileggi View Post
As for HP, I agree its bordering on ridiculous that a lot of people assume more HP=better tank. I had close to 59k HP in 192 gear, in 198s I now have 55k. and it will be more like 53-54k once I have more absorb enhancements. Whats the worst is when the other tank has no clue about tank gearing and augments and enhances for endurance and ends up with like 63k+ HP and people assume they are some sort of tanking god when in reality there mitigation is horrible and they are the worst to heal.
Pretty much. I'm working on a endurance gear for my shadow(since they have a +3%, i think, to endurance in their skill tree), simply to troll pugs with it. When the gear is done he'll sit at ~70k hp