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Please if you are a tank, Wear a [filtered] Threatening

13

Comments

  • aeee98aeee98 ✭✭✭✭
    Threatening helps a ton in terms of holding aggro, tested and I saw it helped me tank lknm in a SCHISMA WEP. (I am serious because I actually forgot I was using my old schisma set until after the dungeon lol). Of course my party that run didn't have a +15 due to IMS but lol.

    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.
  • Obscumbra wrote: »
    JasonTERA wrote: »
    I just finished one simple test for aggro crystal and lancer shout skill.

    # 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

    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.

    I never said threatening crystal/aggro option is necessary
  • ObsObs ✭✭✭
    JasonTERA wrote: »
    Obscumbra wrote: »
    JasonTERA wrote: »
    I just finished one simple test for aggro crystal and lancer shout skill.

    # 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

    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.

    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.
  • From experience of having both a vm7/8 brawler and a full set +12 guille with almost perfect jewelry and brooch.

    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.
  • Threat only helps someone if they build a lot of damage and keep sustaining it. If tank does enough damage, it multiplies into the aggro percentage more. But the less damage, the less multiplier. It's that simple. You can have 100,000,000% aggro and if you don't do damage, dps or even the healers can still rip aggro away from you. Most times, it's the skill of the player that is the problem in tanking these days.


  • here's an idea, let the tank get aggro back, meaning stop attacking. oh no............... sorry to use logic, i know you people don't like it.
  • feazesherofeazeshero ✭✭✭
    edited November 2016
    As everyday lancer, I stopped using aggro glyphs on shield barrage/counter and have relied on my own lancer dps to keep aggro. Although I'm still testing this setup, so far I've had no issues keeping aggro against people who can do anywhere from 1.5m-2.5m 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.
  • You gotta remember brawlers was suppose to be a dps tank until it got nerf by 10% cause of the community hating the fact it can out dps a spas class but the sole reason is that was a form for that class to hold Argo now they much constantly spam keys to hold the boss from good dps that can now out dps the tank for sure since sorc and ninja the highest hitting dps right now they can easly take Argo from brawlers I think lancers might have a better hold on this
    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
  • edited November 2016
    -
    Tenshi1 wrote: »
    So why do we even have the crystals now if they changed it to DPS amount?

    As a lancer I have aggro glyphs and crystals in the dgs prior to 65. The glyphs don't help now?

    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.
  • streetdog wrote: »
    Just a question why do you guys use [filtered] aggto shout as lancer, that skill is beyond useless.

    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.
  • seriously only one person has mentioned in this whole thread that the most common reason a tank loses aggro even if its just one second, is because someone died and it reset aggro. So the tanking ability of someone has so little to do with most groups and even more so for IMS groups since they are most likely to have at least one person dying every 5 seconds, and no matter how good you are if someone dies after you did majority of your burst skills and waiting on CDs or just get unlucky with crits you will lose aggro if the DPS are doing their job correctly after it resets. So that being said aggro crystals are dam near worthless unless you are in one of these groups where you are facing 1-2 good DPS and another person off in the corner being rev'd every 10 seconds, cause sorry but aggro resetting every 10 seconds means eventually you are gonna miss a crit or be on CD on your major burst skills at least once.

    To be fair, I made this thread as a troll and was hoping this wasn't going to be turned into a debate but looks like it did.

    Goes more for bosses that love turning around like RMHM last boss if you happen to lose aggro and the boss instantly turns to attack that dps you lose any opportunity to get front crits and also blocking for shield counter for lancers, which is another huge aggro boost for them if they happen to lose it.

    The boss turning around is fine, as a Tank you should be rocking savage because of this. Whoever made a guide to make people use pounding needs to get thrown off of a bridge. That savage back crit is more than enough to get aggro and hold it if the boss turns around.

    So this thread should really be titled "For the love of god if you are a DPS or healer stop dying you are making the tanks job so much harder" cause at this point its rarely the fault of a just plain horrible tank these days since they made tanking just beyond to easy, sure there are some brawlers that just get owned on DPS parse and lose damage but for lancers its rarely an issue that they suck. Cause brawlers are a "DPS" tank so they need to be much closer in DPS to hold aggro while lancers can be 50-60%+ lower than the highest dps and not lose aggro if people aren't dying constantly.


    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.




    :^)
  • Aggro crystals should always be used unless you feel confidant enough that you can maintain aggro without one. There is no right or wrong in using aggro crystals. If the dps outgear you, they will help make the run smoother by allowing you to have a higher threat generation. Once you're geared up or outgear the dps, you can switch it out for more raw damage to make runs faster.
  • streetdog wrote: »
    Not at all.

    Using rallying cry does almost nothing and it can make your GS go on cd when you need it later on. You wanna use this skill not to get aggro, but to prevent some kd and stagger mechanics if possible, like it was in ds2 and ds3. It does not work in the current dungeons with exception of second boss LKHM, but well dps can just iframe or get araise by priest.

    The more defense glyph on threatening shout as lancer sounds certainly nice, but is very useless, unless you wanna facetank like a [filtered]. If we get in the future dungeons with bosses which hit so hard that they penetrate through block, you might wanna use this, for now better don't. The skill. It is insane waste of glyph points as it is now.

    GS is a skill every lancer has to use regularly and possibly should be paired with adrenaline rush.

    More i read this topic, more i feel people lose aggro just because they use wrong build/glyphs. Lancer retakes aggro by attacking, this is how it was and this is how it will be until they change the aggro system in tera. Lancer aggro shout, pretty much like warrior shout, is dead

    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.
  • pls back to Tera 2014 , now all tanks use dps crystals or lose agroo..... (brawler min 1.4 millions/s)

    https://youtube.com/watch?v=Xd6AbGtZ3L0
  • LancerJiva wrote: »
    Yamazuki wrote: »
    LancerJiva wrote: »

    http://tera.enmasse.com/news-page/patch-notes/patch-3707

    Scroll down to: (use ctrl+F type in aggro)
    Aggro
    Aggro generation is now based on damage dealt for tanks and DPS classes.
    Direction of attack no longer affects aggro generation.
    Using Defensive Stance (warrior) or Intimidation (berserker) generates double the usual aggro.
    Enlarged the aggro indicators (the graphic effects below the PC).

    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.

    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?

    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.
    cloud3431 wrote: »
    here's an idea, let the tank get aggro back, meaning stop attacking. oh no............... sorry to use logic, i know you people don't like it.

    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...
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