What I dont get is why a Marauder has enmity generating skills. I know they are changing skills with the coming battle system, but I guess it's for Marauder being some sort of off hand tank, or at least thats what the initial plan was?
What I dont get is why a Marauder has enmity generating skills. I know they are changing skills with the coming battle system, but I guess it's for Marauder being some sort of off hand tank, or at least thats what the initial plan was?
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//
They have enmity-generating abilities because they're poorly designed and thought out. Marauder is a DD job, not a tank job, and yet the developers tried to stock it with tanking abilities instead of damage abilities.
Right now Marauder is a better Gladiator subjob than it is a primary class.
I will say that people grossly overestimate the worth of provoke and taunt in the game. They generate next to no real enmity. They are status effects that wear off quickly.
Tank's ability bar should be chock full of instant abilities that don't take stamina, but DO crazily increase enmity. I don't even use provoke and taunt on single mobs to tank. You just use more profundity/dark seal/blood rite/raging strike/ferocity/hawk's eyes than anyone else.
Why have profundity on your bar if you're not going to cast. DUH, for the free enmity!
Last edited by Peregrine; 05-27-2011 at 04:10 AM.
Yeah, gotta say they're a little broken at the moment. I'm a CON (healer), and my husband plays a PUG (but has tanking experience in other MMOs). He always had trouble holding aggro while playing with me, until he leveled CON enough to get Cure. Now he just throws a Cure on himself instead of taunting and has no problem.
Provoke definitely needs some more oomf.
Last edited by Rowyne; 05-27-2011 at 04:39 AM.
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