Taunting Provoke would NOT fix this. The problem lies with the DPS. They are just going to pull aggro again and again. People need to fix their mentality of a stat that was deemed worthless by other MMOs

Taunting Provoke would NOT fix this. The problem lies with the DPS. They are just going to pull aggro again and again. People need to fix their mentality of a stat that was deemed worthless by other MMOs
Ryios just described exactly how that encounter happens in nearly every pug. I personally let it eat the black mages face. Then I explain what happened, and how to avoid it happening again. If it happens again, I just let it eat his face again. He will either learn, or drop group. I get instant queues, it's not really hurting me too much.
But ya, a 3 second force taunt would be handy when said black mages takes off at full sprint away from the tank to get away from the mob he ticked off. =P
Soaring on the wings of selfish pride, I flew too high. And like Icarus I collide, with a world I try so hard to leave behind. -Jars of Clay


As a backup, in the above scenario I use holmgang on add #3, so it can't go anywhere. I let the blm run around kiting #2, upon losing #2 I go into OP/Flash spam on #1 and #3. This allows me to keep 2 adds, but having used holmgang prevents me from moving to get #2 for 5 seconds. BUt in my experience, blm's can kite pretty well so I just ignore him and let him do his thing.


I do alternate my target's. The problem is I'm not given the chance to do so. With a 2.5 second gcd I take's me 5 seconds for initial flash -> overpower engage, then 7.5 seconds for main enimity rotation on primary target, then 2.5 second per target switch after that. Most times I lose adds 4 seconds into the engage. If the GCD is lower at 50, or modified by skill speed, then subtract a little from those times, but it's still significant.
This isn't wow. It's not a recount race. So many DPS think their job is to do the MAXIMUM dps they possibly can 24/7 and that's just not the case. Or the DPS compete with each other, one is going all out, so the other goes all out... If people slow down and add some structure/strategy to trash packs that enables the tank to hold agro... the run goes faster, not slower.
Secondly AOE dmg on 3 mobs is actually slower than single targetting them down. The void caller dies in about 8 seconds when it's single targeted down and the entire pack goes down i 30 or less... Aoe wise and chaos they take minutes to kill.

As the story goes, proper enmity management is not just the tanks job.
If someone manages to get hate off the tank, they should expect provoke to follow as a catch up to be even and know if they do anything right away they take it back. Now as a dps, if that agro symbol turns red and you keep attacking and the tank provokes your likely still on top. smart dps would stop attacking till the tank hit the mob once or twice before starting again (well true smart slows dps before get hate, but that's another story). ranged dps runs to the tan so after provoke the tank can hit it to actually establish hate.
Now for healers it is a bit more complicated as they can not just stop healing, but those who run father away with the mob (most healers) rather than help by bringing it to the tank and keep curing are the ones that make something like provoke useless.
I'd suggest a 3sec forced target be added to give the tank 1 GCDs to secure the mob or more then +1 on the emnity bar to help with the issue. But if non-tanks learned their party rolls better then it would make this soo much less of an issue
Try this if you lose hate. Provoke >>> Shield Lob >>> Flash. That will work.
I think provoke is an incredibly useful ability if used correctly. Its more of a "damn I screwed up and lost hate. Let me fix that."
Didn't completely read topic. But I think people when they get hate should learn to run to the tank or in the case they are there, stand still. Too many people run away and in massive circles which make you go "How am I supposed to hit it let alone build hate?"
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