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Comments
I realise it is easy to lose aggro regardless of gear on the second boss when you have to reposition (or any boss that takes quite some time to reposition) in IMS because most dps only care about bursting. And it honestly irritates me because I had to go back, shout and try to pull it back, risking my own life in the process.
Aggro crystal will help you sustain aggro easier if you are like me with 250+ms ping. You have to remember that not everyone has a sub 100ms ping to the server because they could be on the other side of the planet. If you are in same tier gear even 250ms ping isn't a problem, but it will be when they are obviously in +15 imperator/ambush and they can minmax rotations with dragon buff while you are still in slaughter.
But yes, I have that feeling that you are ripping off aggro only because said brawler is trying to reposition and you don't let him reposition to someplace where he or the rest of the party can control.
I never said threatening crystal/aggro option is necessary
Didn't see the rest of the context.
It was pretty obvious that aggro modifiers exist though. Shield Barrage and Shield Counter have aggro glyphs. The weapon has 28.5% aggro on the base for Lancers/Brawlers. Warriors and Zerks have Dstance and Intimidation aggro.
FULL SET +12 guille CANNOT hold aggro against VM7 dps without AGGRO crystal. they have to have a very high fury up time to maintain aggro against VM7 DPS
VM7 +15 full set CAN hold aggro against other vm7/8 dps without AGGRO crystals on the condition they maintain decent dps.
Just last night getting invited to rmhm and possibly the best run ever where each boss was 5 min or less, I was able to keep aggro against a ninja who did 2.1m and another one near 2m (If you don't believe me, can look me up on the moongourd website). My setup is usually wrathful, double pounding and focused.
I never use threatening because I don't need it but rather looking to maximize my damage, as the more damage the more aggro generation. I've held against sorcerers in this patch so far as well. It's really all about uptime and consistency on a tank's part. Any mild break would result in losing uptime and possible faster aggro decay. Like someone posted, all the aggro generation comes from damage since the release of brawler patch. The mindset of tank should be offensive and aggressive.
It be nice if they only nerf brawler pvp ground pound and not the over all brawler class it self which causes people to drop the class. But that doesn't stop trap tanks there always gunna be those who don't know there class well
As a matter of fact they do, my lancer still uses some aggro glyphs because for some reason I like to get people with +15 equipment so I gotta rock the shout aggro generation and shield barrage*
*Necessary.
Threatening, Guardian, Rallying shout. They all are fantastic as a Lancer. You lose aggro cause you died to some bs? Use Threatening and Rallying, Easy aggro generation back. threatening has a 21 endurance glyph invested into it and a speed casting making it, in my opinion, so useful to be using off cooldown. My current lancer's defense is like 48k+35K or soemthing like that and with that shout it turns that into something like 48k+52k.
It is not about DPS and healers dying, It's about how Tanks don't use aggro crystal and lose aggro all the time, like I'm talking about them losing aggro within mere seconds of the fight beginning. Another thing is that Lancer can be top dps if you gear yourself to be that way if you so wish, I've seen brawlers with 300k-400k dps sustain aggro because they were using an aggro crystal.
Serioulsy tho who ever made that ridiculous guide to make a lot of people who strictly follow guides and never explore on their own needs to refurbish that guild because it's bottom of the barrel bad.
:^)
I gotta say, I don't thnk you play Lancer that often if you think all of the shouts are completely useless with the exception of Guardian Shout. You need to shout to keep your aggro. Both of the shouts have aggro multipliers. Threatening offers Endurance with the glyph and no knockback when you are blocking for those edgy boss fights that push you back into the pools of their mess, and Rallying Cry offers Knockdown and Stagger resist. Something big in today's dungeons. Another thing is that you want to use rallying cry when Guardian shout is on Cooldown. since they share a cooldown. Rallying cry won't make Guardian shout's Cooldown time back to 3minutes( if you are not using the decreased cooldown) When you use guardian shout, Rallying cry goes on a 30 second cooldown. If you use Rallying cry before Guardian [filtered] you find your guardian shout on a 30 second cooldown.
I'd recommend using all of your shouts purely to help hold aggro if you are struggling.
https://youtube.com/watch?v=Xd6AbGtZ3L0
Tell me which one is the best aggrowise:
100 dmg * 30% aggro
1000 dmg * 3% aggro
Both are the same. Although, 2nd option is better for the dps line.
They didn't remove aggro modifier, they just reduced it buffing tank's dps a little so they have feeling to be useful. That is why a learning tank should use threatning crystals no matter if he's good or bad. Tera is made easy and people keep complaining how hard it is, I mean first, learn it then abuse it.
Tera's dungeons (after lvl65 expansion) ALWAYS been doable undergeared if people knew what they were doing. To learn what to do, you must know your class at the beginning. How many time I asked someone easy questions such as "how many iframes your class has" and they answer wrong. SSHM been cleared with Dreadnaught+12 full team, and 2 of them were actually learning dungeon (aka I was on my ninja, did SSNM right before for a total of 1 wipe both runs). I can't say how easy or hard the new dungeons are since I retired playing, although I gotta say, for people who says that Threatning crystals doesn't work and/or isn't effective, please, delete your tank and re-do it. There is almost no way without it to keep aggro off OP DPS while leveling because the whole lvl system is based on old era, where threatning was a the thing + with OP DPS classes.
Test it out there, you'll see the difference.
I say "Yes!" to that, but sadly Tera is to easy to pull good players in it so DPS kiting, or DPS tank(hybrid) hardly exist anymore. That's a reason why I loved playing my mystic, pop thrall of protection and win 4-5 extra seconds (enough to revive someone) and save the raid (if you revive someone brilliant). Good old lvl 60 era... I miss it... but it's gone...