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Comments
because my brawler is dps ask your sorceress to tank
and ur gear? +12 guile or some +15 imp in there?
That doesn't mean aggro modifiers stopped working... They still work and the fact Lancer can hold aggro while doing so little damage compared to Brawler just shows aggro modifiers still work just fine; Growing Fury even got an aggro modifier added to it when they nerfed the damage gained from it... There's a reason why Brawler had been able to go as a dps with a dedicated Lancer tank. The thing is, a threatening won't solve the passive player issue, how ever, it will help if the tank is -okay- but is simply out geared or slightly out skilled.
Warrior and Zerk tanks don't have that base Aggro stat on their weapons so the threatening crystal fixes that.
When you use challenging shout on mobs if another player aggros them, they don't aggro onto you anymore like they used to. I found that out first hand back in KDNM when I first done it that aggro was changed. Even a fellow player told me that I needed to change my previous tank setup, which was aggro crystals, and glyphs. Why else do you think they removed aggro rolls on +13-15 levels of VM weapons now for lancer and brawler and replaced it with damage?
Theres another fact that sustains the fact agro crystals still work, before they changed agro mechanics you could use 4 red crystals for agro, now you can only use 1, there is a reason why they went to the trouble to changing that.
As a lancer I have aggro glyphs and crystals in the dgs prior to 65. The glyphs don't help now?
In ths past, like before the partch you linked, the skills of tanker class (lancer and warrior) have their own value of aggro. There had been a bunch of experiment in Inven to clarify exactl aggo value for tanker skills. (It's like 2-3 years old exp.) The test was taken place like this; tanker use a single skill on a mob, then a mystic spam their motes until the mystic gets the aggro, then count how many motes does it need to pull the aggro from tanker. One of the results was that even if a tank get the aggro, it spontaneously decreases if the tanker stops attacking. The other results that I remember was that the aggro value was really coming from skill itself and the direction of attack (like frontal or behind), not the actual damage. The damage also affected the aggro value, but not that much. So lancer/warrior tanks needed to spam their skills as many times as possible and in correct direction (frontal) in order to get more aggro value. Of couse spamming of skills makes tanker dps higherm, but the aggro mainly came from skill itself. But the stupid thing was that some tanker skills with low damage gave more aggro value, so tankers had to spam those skills.
However, since the patch you linked, aggro system was completely changed and now it depends on tanker's dps as the patch note mentioned. Now the aggro comes from tanker's damage, NOT comes from skill itself or direction. That is what the patch note said. This patch made holding aggro much more easier than it used to be, and now tankers now can focus on their dps rather than use some useless skills to hold aggro. However, I would like to note that tanker skills still have aggro values. You can simply test it with a healer. Healer pull the aggro from a mob by single mote or self-heal, then use lancer's aggro shout. If the shout no longer have aggro value at all, lancer will not pull the aggro from the healer. But simply aggro shout can pull the aggro from healer from this test.
The thing is that aggro shout now does not give much aggro value like it used to be which means it is kind of useless.
And for aggro crystals, like I said, aggro value now highly depends on tanker's damage.This simply means damge will be directly converted to aggro value. In the past, every skill has their own aggro value (+ a bit from damage), so the convert was pretty complicated. However, aggro option on weapon and crystal gives additional aggro value when the damge is converted to aggro value. So definitely aggro options/crystal are working. But it is not as important as it used to be.
Think about this. If aggro really depends on only damage, how come tanker with 0.5 m/s dps can hold aggro from dps' with 1.5 m/s dps? dps do three times more damage, but tanker can hold aggro. Without considering aggro value, it cannot be explained. This simply means lancer skills still have aggro vaule and the values increases when tanker does higih damage and have higher aggro options on weapon/crystal.
And bralwer shout and lancer shout are completely different in NA tera for now. Like you said, Brawler shout pull the aggro immediately, but lancer shout still gives a certain amount of aggro value. But lancer/warrior shouts will become same as brawler's soon (KTERA already patched it)
# 1st Exp.
Lancer : Full +12 guile, no aggro option/crystal
Lancer use Challenge Shout towards Feytouched Lithilumas (in Scythera Fae), then priest keep using self heal to pull the aggro from lancer
Result > priest needed to use self heal x6 to pull the aggro.
# 2nd Exp.
Lancer Same gear, but 1 relentessly threatening niveot (dyad)
same method
Result > priest needed to use seld heal x 8 to pull the aggro.
Simply, Aggro crystal helps
Removing the aggro lines doesn't mean they don't work, otherwise why did they add aggro to GF? You're saying they don't work, when in fact, they do work. They pushed tanks into frontal dps, so does it not make sense they added damage in place of aggro? Weapons also still have base aggro even.
Of course it helps. It doesn't mean that it should be used when the tank is competent. It'll help bad/severely undergeared tanks hold aggro though.