Get used to it. There are a lot of "stomp bears" or what have been called "scatter bears".


Still, if any bears are reading this (from my guide):


1. Survey the area: You'll ideally want your targets to be against a wall when you tank, so find a wall (easy to do in most dungeons - large rooms like in the Bandit Boy Stronghold first room can be a bit of a challenge - drive them to "9 clock position" in that room - away from fire vents and away from the spawning point in the event that the round-up fails).

2. Buff. Cast evade, iron blood, and rage. You'll need the first two for survivability and the last one to supplement the team's damage.

3. Approach the mob and cast taunt. The targets will have a red "glow" and will be drawn towards you. You can cast Hell Scream now to minimize the amount of damage you do. Alternatively, you could delay Hell Scream a bit until either a mage debuffs or a bird casts shattering scream to form the "terror". Up to you - experiment and see what works. In PUGs though, I recommend casting Hell Scream early as there is no assurance that your teammates will debuff.

4. Go against the wall and beckon. Remember, the objective is to drive the targets against the wall and keep them there. I know that this sounds bizarre, but when you beckon - don't select a target to auto. Beckon (strangely) works better when you do not auto a target.

5. Move away from the wall and opposite to the direction that you beckoned. In a hallway, stand in the middle of the hallway. In a room, stand about 3m away from the wall. If you didn't cast Hell Scream earlier, do it now. The stun effect of the beckon has probably worn off and if your team hasn't debuffed, they won't. (Chances are, you're in a PUG that has players who do not understand the concept of debuffing.) Ask them politely to debuff next time. If they don't, next time, cast Hell Scream as directed in step 3.

6. Cast stomp. This will combo to form "smash" and slam the mob against the wall. This is why having a wall is so critical. Otherwise, the mobs would just scatter when you stomped them, making all that you've done pointless. Putting them against a wall makes it easier to kill.

7. Assist your team in killing. By now, archers should have casted blast shot/cruel blast, mages should be nuking, and so on. You can assist your team in killing. Priority targets are enemy dex units (aliens with blasters and bandit boy birds, along with the green slime mages with fire weapons). They should be taken out with your slashes and crushing blow.

8. As soon as you see the majority of the enemies near death and you're reasonably certain that the team can kill without the need for a tank, move on. It's important that you stay ahead of your group. Nobody wants a bear that stays in the rear and is afraid to die. You won't be getting very many kills if you do that anyways - the birds will get the kills with their cruel blast and mages with their AOE. Repeat cycle for the next mob.