Trynux 0 Report post Posted June 7, 2017 Good day fellow warriors. I seek guidance, so basicaly I been tanking MC in Zeth'kur as MT. Sometimes I noticed that, when I taunt a Mob/Boss it doesnt hold, like it doesnt stay on me for the taunt duration and often goes back to the previous Tank. A good example is Golemagg, so we use 2 tanks for Golemagg. As soon as I have around 15 stacks OT taunts it off me and I stop Autohitting he starts his rotation but the Boss just sticks on me like glue, at that point we use mocking blow and retaunt, then it usally works. Another example would be the Garr adds, when I taunt them and start sundering and walking them to the kill position they sometimes go back to the previous tank. So OT mostly has to stand a few secs beside me so the add doesnt run off to him. Is that a Bug or is it the way it is? what is causing it in the first place? Thank you for any Insight. 0 Share this post Link to post Share on other sites
Nirinia 0 Report post Posted June 7, 2017 What is happening here is that the new tank isn't generating enough threat to pass the previous tank's threat by 10% meaning the old tank still has aggro. The only way to fix this is to generate more threat or do what you have been doing 0 Share this post Link to post Share on other sites
Ragward 2 Report post Posted June 7, 2017 There is a bug on the servers currently where you taunt a mob and it delays by 2-3 seconds then runs towards you , but the problem you are speaking of seems like the above poster mentioned a threat problem , Taunt only put you on equal threat as the previous tank then you need to generate 10% more to become the new focus of the intended target if this isnt accomplished then your taunt was wasted. but its quite hard not to generate that 10% especially on bosses so this is rather peculiar. 0 Share this post Link to post Share on other sites
Trynux 0 Report post Posted June 7, 2017 Yeah its weird Ill see if I can get footage of it, I know about the threat after the taunt, but most times its only like 2-3 secs and the mob is already gone. You should have more time as I remember, it should force the mob on you for a few secs more than 2-3 not sure how much exactly. Can it be that taunt get pushed of the debuffslot and it losses its effect or is that unrealistic? 0 Share this post Link to post Share on other sites
Nirinia 0 Report post Posted June 7, 2017 as far as my experience goes (mc, bwl and the rest), the only bug I've noticed with taunt is that mobs will generally keep moving towards their previous target until they go out of melee range of me. As far as taunt getting knocked off, that's impossible as taunt has one of the highest debuff priorities.the only thing I know of that can is another taunt 0 Share this post Link to post Share on other sites
Ragward 2 Report post Posted June 8, 2017 Taunt should be a major buff slot but that could be something to look at trynux I think that could be it. I agree with the above poster that it should not go off but this is elysium and it could be a bug. 0 Share this post Link to post Share on other sites
Broksigar 0 Report post Posted June 16, 2017 When we were new to MC we had the same problem on those 2 fights,Its not a bug its what Nirinia sayd at his first reply :) Just try to taunt into shield slam(pray not to miss/parry/dodge) and you will be fine.On Golemag when you swap tanks just stay at the spot for 2-3 sec after the taunt to be sure that the boss will stay on your OT and thats it :) 0 Share this post Link to post Share on other sites
Garun 9 Report post Posted June 21, 2017 It's either a bug or someone putting up another high priority debuff when your taunt is on the boss if it goes for the previous target while it's up. However, the way taunt works (or should work in vanilla) is that it puts you at equal to the current aggro holder and causes the mob to fixate on you for the debuff duration, but you must exceed 110% of the previous target's threat to keep aggro when the debuff wears off. I ran into the same issue on Golemag as we did the 2 tank on boss strat as well. 0 Share this post Link to post Share on other sites
Agrillos 0 Report post Posted June 22, 2017 Pool some rage on the hounds before taunting, then smash the shit out of golemagg. You also won't need to build up very high stacks of the debuff, just watch KTM, build up some threat and manage it. Sometimes you're perfectly fine with pressing ESC+shieldblock, this will save mana for the healers. It's unlikely that melee's will pull very high threat because they also need to manage their stacks. Range DPS shouldn't be a problem for you anyway, maybe a very geared Warlock. 0 Share this post Link to post Share on other sites
Undertanker 88 Report post Posted June 27, 2017 On 6/7/2017 at 9:42 AM, Nirinia said: previous target until they go out of melee range of me Yeah this bug has always been and is annoying. It's funny though cause sometimes I walk with the mob that is still going for a mage or something though the mob is targeting me, it paths towards the previous aggro person. I watch them burn their survivability CDs and blink. I then drag back to their blink location and watch them run away more. KeK. #TargetOfTargetFail On topic: On 6/7/2017 at 7:15 AM, Ragward said: its quite hard not to generate that 10% especially on bosses This is very situational and becomes more difficult if a taunt occurs deeper into a fight. Example: MT has 10k threat. I taunt. I now have 10K threat for the next 6 seconds and have 6 seconds to exceed my required 1k/10% threshold (assuming the previous tank stops building aggro. 1K threat in 6 seconds is not hard. You are correct. Lets say I wait until later into the fight to do my taunt: MT has 50k threat. I taunt. I now have 50K threat for the next 6 seconds and have 6 seconds to exceed my required 5k/10% threshold (assuming the prevous tank stops building aggro. 5k threat in 6 seconds is hard. I recommend that your tanks get used to the practice of not moving from the tank location after being taunted off of until the taunt debuff expires and you are 100% it remains on the new tank. This isn't as critical in MC, however this can cause a wipe on the first drake in BWL if a tank goes to LoS to reset debuff stacks and the drake follows that tank after 6 seconds. For Golemag specifically, do the first swap much earlier than 15 stacks and that threshold of 10% threat will be much smaller and easier to overcome. 0 Share this post Link to post Share on other sites