Originally Posted by
GoodSyntax
It is a combination of skill, gear and timing.
Remember, that for the most part, Warrior skills have relatively long cooldowns. So, even with a 4 taunt build, if tanks don't rotate their skills effectively, taunt falls off, and so other aggro mechanisms take place. Damage is one of the biggest aggro generators, so this disproportionately impacts Rogues. DoT and Healing are other aggro generators, which impact Sorcs.
So, if a tank spams all 4 taunt skills at once, when the taunt wears out, the other aggro generators take effect, and for the remainder of the cooldown, bosses/mobs are looking at the squishies.
There was a time when average tanks appeared to be great tanks, simply because of gear. These days, only the most skilled tanks are viable in party, and we have really started to see how much skill and timing is demanded from our tanks. The days of a Warrior just button mashing ended with Tindirin.
As far as the OP, I'm hoping that there are some substantial upgrades to our Warrior friends. To be honest, I would have hoped that STS would have focused on the tanks first.
I run with tanks quite a bit, and with the exceptions of a bunch in my guild and friends list, most tanks I find in PUGs simply are unskilled and ineffective. One of the main benefits of having a tank in party is that you can do those crazy pulls, but if your tank can't seem to hold aggro, or worse, dies before the squishies, then it is hard to justify having tanks in your party. There is no reason why my Rogue, with 1k less armor and half the HP, can fight inside a mob cluster and out-last most decently geared tanks.
If a tank taunts, I shouldn't be able to steal aggro so quickly, so something tells me that the current taunt isn't effective enough, and doesn't last long enough. Feeble should also be a bit more effective. Feebled bosses still one-hit squishies, so no real value added there. Chest Splitter should be cancelling windups, otherwise, even with it's fast cooldown, it is weak and does very little damage.
I would also like to see a "hot zone" in Windmill, kind of like how a baseball bat has a sweet spot, Windmill should have a sweet spot as well. Mobs/Opponents that get hit in the sweet spot should take extra damage.
I don't know, I've discussed all of these ideas before....
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