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  1. #1
    Player
    Huskell's Avatar
    Join Date
    Jun 2016
    Posts
    26
    Character
    Mira Moro
    World
    Diabolos
    Main Class
    Marauder Lv 58
    Just leaving my thoughts here. I'm on the free trial, first class Marauder.

    I think they did a good job implementing the Novice lessons, they make you understand some situations and give some lv 15 gear before your first dungeon.

    I had no problems tanking the Sastasha, if I keep my pace. The problem is that people like to rush, as a Marauder you spend a lot of TP, and if someone keeps pushing mobs, you will run out of TP in no time. Plus, if DPS like to change targets all the time, so you have to spam Overpower and that spend a lot of TP.

    One of my runs the group switched targets before the mob died and they said that the tank should finish the low health mobs to not make the DPS spend big skills on them. To me that's not true, the tank should switch before to get some aggro on the next target...

    Anyway, another story: my healer keeps pushing mobs just when the ones we're fighting are dying, creating an infinite loop and making me go out of TP. Shortly after that he let me die because he was too busy pulling mobs, and the party wiped. TL;DR = my fault for not keeping aggro, or so they said.

    There's also the people that rush before you can restore TP after fights, pulling mobs like they were the tanks, just to keep running in circles like idiots, making my life harder.

    Later I've learned that there's a skill called Flash that makes your life easier on TP, but I need to level Gladiator first, that's what I'll do now.

    So I think the problem is not the aggro, it's the high level people that don't care enough if there's a newbie with them and want to do things fast.
    (2)
    Last edited by Huskell; 06-09-2016 at 02:22 PM.

  2. #2
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Huskell View Post
    One of my runs the group switched targets before the mob died and they said that the tank should finish the low health mobs to not make the DPS spend big skills on them. To me that's not true, the tank should switch before to get some aggro on the next target...
    You are correct - while tanks can, in general, contribute to damage output on stuff, it is the DPS' primary job to make sure stuff dies. While it will cost the DPS slight potency if their damage from that GCD outweighs the remaining health left on the mob, you ensure that the tank and healer are both having an easier time which will give you an overall smoother run. Later down the line this isn't really the case since everyone just AOEs everything to death, but low level when target cycling is a thing it's really just causing unnecessary complications for the party.

    Anyway, another story: my healer keeps pushing mobs just when the ones we're fighting are dying, creating an infinite loop and making me go out of TP. Shortly after that he let me die because he was too busy pulling mobs, and the party wiped. TL;DR = my fault for not keeping aggro, or so they said.
    This doesn't really happen that often, but it sucks when it does. Overpulling for the tank in low level dungeons when you can't tank them yourself is a pretty bad idea.

    There's also the people that rush before you can restore TP after fights, pulling mobs like they were the tanks, just to keep running in circles like idiots, making my life harder.
    MRD life can be tough early on if you don't know a few things, so I'd recommend the following to hopefully ease stuff for you:

    1. Get Archer to lvl 4 and cross class Raging Strikes. 20% increase to damage dealt for 20s available every 3 minutes. This is good for lowering the amount of Overpower you need to use as well as allowing for higher threat in boss fights.
    2. Get Gladiator to 10 for Convalescence, which increases your healing received by 20% for 20s. Just a solid CD and if you choose to take MRD -> WAR to end game then you'll want this then anyway, plus you need to take GLD to 15 to unlock WAR once your MRD hits 30.
    3. Finally, optionally, get GLD to 22 for Provoke. This is more of an end game thing, but it basically puts you at exactly +1 enmity over whoever has aggro on the enemy you have targeted. So if you lose aggro, you can use this in conjunction with a combo'd Skull Sunder (or Overpower/Flash if you need it back in 1 GCD) to get the mob back on you. Eventually you'll want this, but you don't need it until around 50-ish, possibly even as late as level cap.

    Later I've learned that there's a skill called Flash that makes your life easier on TP, but I need to level Gladiator first, that's what I'll do now.
    Yeah, Flash is really good at low level since it's a free GCD to either restore some TP while maintaining aggro or it's something to use when you've bottomed out on TP and need to get AOE aggro.
    (3)
    Last edited by SpookyGhost; 06-10-2016 at 02:42 AM. Reason: wrote this late at night and missed a word herp derp

  3. #3
    Player
    Huskell's Avatar
    Join Date
    Jun 2016
    Posts
    26
    Character
    Mira Moro
    World
    Diabolos
    Main Class
    Marauder Lv 58
    Thanks for the advice, really helpful.
    (0)