What is this spell !
He is so weak now ! We got to hope a dps doesn't do a hit in combo or u can loose hate, 2 sec before u hit lol.
Do u notice that LOL !
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What is this spell !
He is so weak now ! We got to hope a dps doesn't do a hit in combo or u can loose hate, 2 sec before u hit lol.
Do u notice that LOL !
{I don't understand}
I believe your problem is that you have yet to live like a windrammer.
Shield lob doesn't generate a lot of hate ^^
Don't play PLD anymore, but are you FoFing before Shield Lob then following up with CoS/SW? Might help if you're not.
With the tank changes that just came in tanks generate approximately equal to slightly more emnity in tank stance since the tank stance emnity multiplier was increased to compensate for the lower damage. Out of tank stance though tanks generate noticeably less than before due to the decreased dps.
Simply put, if you are in tank stance Shield Lob should be generating just as much emnity as before but if you are using it out of tank stance to try to grab snap agro, well that there is your problem as the changes made tank stance sort of necessary for generating and maintaining agro.
Yup, it was really more a buffer for when you were having to generate agro on something as you close on it and it's agro generation was always on the lower end. It was never intended to be used as a way to gain or maintain a real agro lead.
I'm in tank stance ofc. But before u got time to begin ur combo ^^. It's less safer now i find. 1 spell in a combo can beat this spell.
With the TP issues Paladin currently has, I never ever use Shield Lob if I can avoid it.
Shield Lob as soon as in range > Flash on next GCD > CoS > Flash > RoH combo
How are you losing enmity? I don't have any issues with it at all.
IMO shield lob is mostly to designate the priority target with out having to mark every mob. That and it helps speed up the run by having you run towards the mobs while they run to you.
SL -> Flash should give you enough enmity to hold the initial pull, and if you have any caster that manages to sneak in a hit before you even start your combo means that they started casting before you even used SL. In which case they planned on pulling early regardless of you new found lack of your protective metal discus.
Using SL at max range should give you enough time to use flash when each mob is in range, and even if they swiftcast an aoe, a flash or two is enough to get back to being garroted by baby parrots.
Basically this.
Shield Lob has shit enmity gen, and it's potency is not worth wasting FoF on. The only purpose it serves is to openly televise which target is going to be the main or priority target for dps, especially Mnks. Otherwise, Flash is the bread and butter of holding mob aggro. In most cases, you can get away with just face-pulling targets and using a trip Flash + CoS to hold hate without any problems. In the newest dungeons, in particular, this seems to be the preferred method as some of the mobs in Xephe-whatever like to aggro outside of our maximum range. Not sure if that was a glitch or what, but you end up face-pulling half the time anyway, so Shield Lob and similar abilities get left by the wayside.
As a new tank, I never looked at shield lob as a hate 'stealer'. It's a ranged attack, nothing more.
Correct me if I am wrong, but as GLA, I much prefer to use my gcd on flash. It's the quickest way to grab hate if enmity procs are not available. The way I see things, is the enmity grabber of your combo is best used on that mob that isn't red (if any) on your enmity list, OR the newest mob to enter the fray. If none of these conditions check out, then blast main target with enmity combo.
I dunno if it's a tank thing or not, but you can just 'feel' when you're going to lose hate.
I normally avoid using shield lob if I can, but if the mobs in a certain pull are scattered about or there's one that's just obscenely far away, i'll run towards the grouped up ones and shield lob the straggler, then flash the grouped up ones
I normally avoid using shield lob as well. I only use it when gathering monsters or adds from around the room/area. Then flash to gain some enmity with all mobs. Otherwise i don't think it should be part of any enmity generation combo or dps combo. =] Its pretty situational, and nice to have sometimes. I have it on a macro with fast blade for easy access when a mob spawns far from me and i need to get its attention too.
SL is only good for pulling and in combination with provoke to get a mob back that wants to go somewhere else. Its the same with the WAR and DRK rangepulls..its useless to use them for another reason.
Typically shield lob one and keep running to the next pack of mobs. The idea is to keep distance between you and the mobs mid pull. Personally there is nothing worse than a tank that face pulls everything and is about dead before he's even pulled half the group because of the beating he's taking while running.
The other advantage is that it often becomes easier to position the mobs as you can shield lob from one side and when they all group up you find all the aoes overlap nicely n the same direction meaning you only need to take 1 step to dodge everything. Don't be that tank that stands in the centre of the pack and has conals flying out in all directions. Ughhh see far far far to many of them
Definitely do not use fight or flight for it. The best time you can use fight or flight is right before goring blade. That way you can get a second goring blade out before FoF drops off.
The bigger priority for a tank is maintaining enmity.
If we're talking about a multi-mob pull, then distance is easy to maintain because the enemies are always forced to slow down as they attack. You can practically always outrun them. There's also nothing to stop you from popping a weak defensive CD (like foresight) to tide you over until you've got everything settled.
Keeping enmity, on the other hand, is something that can be actively sabotaged by your party. Doing a fly-by AoE (flash, overpower, unleash, etc) following your initial pull is essential; otherwise, you'll lose enmity to the first trigger happy Dps or pro-active healer who jumps the gun. Losing that enmity is the worst case scenario for a multi-mob pull, because it forces you to turn around to pick up the strays. Not only does that mean taking additional damage as you pass backwards through the mobs that are still following you, but it also means wasting additional resources for both you and your healer, as well as potentially losing ideal positioning for both yourself and dps who might have positional requirements. It turns what should be a quick and clean pull into an unorganized and wasteful mess. By comparison, taking a bit of extra dmg is nothing, especially since it can be mitigated and dealt with.