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A question on TauntingFollow

#1 Feb 24 2004 at 5:56 PM Rating: Decent
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173 posts


If I am the MT in and I taunt a MOB to get him on me, and I see him start attacking me does it do me any good to keep taunting ( assume my skill is maxed for my level)??

Does taunting slow down my attacking?

If he is attacking me does xtra taunting keep building up agro??
#2 Feb 24 2004 at 6:11 PM Rating: Decent
The way taunt works is kind of strange. A successful taunt place you one point above the highest person on a mobs aggro list. So continually taunting does nothing for you. The best way taunt works, is:

A: gaining initial aggro. When a mob is comming to the group you taunt and gain the aggro to begin tankin.

B: to recover aggro once lost. If a caster peels the mob off of you by over nuking, or with a failed slow/snare, you use taunt to regain aggro.

Thats it in a nutshell.
#3 Feb 24 2004 at 7:19 PM Rating: Default
I can agree with some of that as well however if you skill is low in taunting then the best way to gain skill is definatly keep taunting tell the skill is maxed for lvl then follow as the suggestion as previously been put in.
#4 Feb 24 2004 at 7:49 PM Rating: Decent
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161 posts
There's been a lot of debate over how, exactly, taunt works. Some warriors swear by "spam taunting", some say it's a matter of timing. I've made it through 65 levels as a warrior, so here's my experience with the matter:

1...No, taunt does NOT slow down your attack. It's a completely independent timer.

2...Assuming taunt skill is maxed, it seems most effective to wait and use it as you lose aggro rather than spamming it during the battle. If it does indeed work by putting you just slightly ahead of the person with the highest aggro (when it succeeds, then spamming it will do nothing when you already have aggro, expect guarantee that you cannot taunt again for 6 seconds. Say your caster nukes right after you have taunted - he gains instant aggro, and all you can do for 6 seconds is beat on the mob and hope you can gain aggro back. Meanwhile, mob is beating on caster, possibly reducing caster's HP to the point where the caster has low-hp aggro, and now there's NOTHING you can do to get aggro back except wait for the caster to die. OR...caster is running around like a madman trying to keep the mob from beating on him, preventing you from beating on mob and possibly preventing you from getting in range to get taunt in when it DOES pop...and possibly running into other wandering mobs and getting aggro from them too. On the other hand, if you stop taunting while you have aggro, and caster nukes, the mob turns away from you, you instantly hit taunt, you get the mob's attention again (hopefully) and the fight continues.

3...if you want that continuous growth in aggro, make sure that you get the provoke line of abilities (at least I think it's provoke....it's Incite at lvl 65). Each use of this ability adds a set amount of aggro, with an "aggro-over-time" component. It's usable every 30 seconds, is great for peeling a mob off the puller or slower at the beginning of the fight, and as far as I can tell, ALMOST irresistable.

Now, of course, all this applies mainly to being a warrior. If you are a knight or a ranger (rangers tanking....::shudder::... but it happens...) then you have a wide variety of spells to choose from that can help you lock in aggro much more reliably than taunt. Stuns, snares, and roots all generate quite a bit of aggro, so if you're a hybrid tank, you'll want to keep one of these handy at all times.
#5 Feb 25 2004 at 10:56 AM Rating: Decent
Tip: It helps if you time it so you taunt right before using a special ability/spell/whatever, for example stun spells for a paladin. (All following numbers made up, just for example)

Say mob has 1000 "hate" on the cleric, 700 on you, your stun spell adds 200 and taunt makes you #1 by 1 hate point.

If you stun (or bash/slam/snare/whatever) first, that makes you have 900, then you taunt to bring you to 1001 hate. You have agro, but only barely.

If you taunt first, you now have 1001 hate, then you stun which brings you 1201. A nice lead over the cleric so he can safely toss a heal and not take agro back.

Another Tip: You can /assist a mezzed mob and you will target whomever is #1 on the hate list. Not as useful as it was before taunt fail messages were put it, but if you want to be sure the mob isn't going to go beat the enchanter to a pulp when mez breaks, /assist it to make sure it's targeting you.
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