


I'm leveling a tank right now and unless someone decides to be a dumb and unload everything during a multi-pull in a dungeon (after I only tapped it once) then, yeah, losing agro is outright impossible. The tank stance threat modifier is insane.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
how exactly you lose aggro as tank in this new rework? when i play as tank i never see even once my party aggro reach half of mine, from start to finish they either stay at 1% or 20% of the bar.
just get in, spam aoe combo nonstop, done. boss, press everything that is not aoe, done. tank aggro is ridiculous now, a dps accidentally get aggro, i test with auto attack and his aggro went from 100% to 20%ish.... with my auto attack, not a skill.
I love how everyone is bringing up dungeons. Ya, there are a few times I have gotten agro, but it's really trials that makes me really wish I had diversion. When the mt dies and I have the boss and the ot struggles to get it from me it would just be nice for me to be able to assist and give the ot the boss soundly. Sure, in some instances the tank is bad, but I can think of other situations where it would have helped to have some agro mitigation. For instance, I often see healers higher up in agro chain. When a tank dies I've seen them die pretty quickly bc the ot was too slow to take the mob. Titania and her dps check being a good example where mobs are spread out around the arena making a tank death a problem. If se's plan is to make tanks be able to keep agro easily, I don't see what the big deal is in letting dps/healers have a button to assist and get the mob off of us.
But that is just my opinion. I was never against popping agro mitigation skills like so many people have been. Dungeons it should never be a problem but in a raid situation is where I see this problem occurring very often.

tl;dr but in my opinion a much more regrettable change isn't the loss of diversion but the loss of enmity dumps and Ultimatum.
Before, if your tank died, they could run back and ultimatum the mobs and then party members could dump and everything was generally ok, now if the tank dies there is basically a 99.9% chance of wipe.
iam not expert but what happen to the good old provoke + whatever skill now that get you highest enmity? the provoke should literally bring OT aggro to the top no matter how low he is.I have the boss and the ot struggles to get it from me
sometimes i see tank went into the mob and only do aoe enmity once then continue to single target the enemy. since dancer skill is aoe (and a big one too) i think its possible to steal other enemy aggro especially tank only doing aoe enmity once, just because the aggro is ridiculous now doesnt mean you can just do aoe enmity once and leave it like that.I've been getting aggro in packs as Dancer, from tanks that do have tank stance on ;-;
my friend BLM doing this a lot of time, especially when he do 3 flare + 1 foul
honestly dont think tanks need the tank stance for threat.
just being the 1st to hit the mob seems to be enough to hold hate.
in 3 different groups, forgot to put tank stance on, and went multiple pulls before i realized it wasnt on.
didnt even come close to losing threat. (I was also SEVERELY messing up my damage too, since i kept pushing buttons from SB, that dont actually do anything now.)

Don't need diversion. It felt crap to use anyway.
Tanks basically het auto aggro just by touching a mob now. Don't need it.
If tank lost hate it's because they forgot their stance, or just not spreading out their hits amongst the mobs well enough
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