The most important part of tanking isn't ur own skills (on bar, that is ), but your distance to your team combined with your ability to lock up an enemy mob.
I always do it like this:
First I longbow the lesser mobs (to not overagro), I do this with my war, sin, derv AND ranger
Then I wall-lock them, so they can't get past my ass >
BUT! When I wall lock them, I make sure they ATTEMPT to attack my casters, but can't of course, since they're locked up
For self protection I only use a few skills myself and some monkey help ^^
I used this tactic to get Legendary VQ not long ago, so I know it works
the general tank - discussion
Sword Hammer Axe
Yuna Matsumarui
yeah it works, but it's not really that effective if your up against larger mobs which involve casters. this is harder because the casters will not (like the melee-foes) get into your adjacent range.
in order to get the melee and the casters in 1 adjacent ranged mob, you have to walk around a bit till the casters are on a ball, and then walk/shadowstep in, so that the melees follow you into adjacent range, meaning everything is into adjacent range at that point.
however, if you're up against (let's say eotn mobs, ) Simians,
these consist of healers, melee foes and regular casters.
those are pretty tough to ball up without hex removal or any kind of anti-spell because of the snares the cloudtouched simians use.
in order to get the melee and the casters in 1 adjacent ranged mob, you have to walk around a bit till the casters are on a ball, and then walk/shadowstep in, so that the melees follow you into adjacent range, meaning everything is into adjacent range at that point.
however, if you're up against (let's say eotn mobs, ) Simians,
these consist of healers, melee foes and regular casters.
those are pretty tough to ball up without hex removal or any kind of anti-spell because of the snares the cloudtouched simians use.
4thVariety
The advantage of the MoP spike is also its ability to compress the spike down to near zero. During three seconds of AoE RoJ, a lot of things can happen that mess up the strategy, from scattering foes, to interrupts, to blowback AoE during the cast.
Especially in DoA the mop spike limits your exposure time, which is very convenient. Between Assassin's Promise and Air of Superiority, the MoP spike is also ready to go again in an instant.
Especially in DoA the mop spike limits your exposure time, which is very convenient. Between Assassin's Promise and Air of Superiority, the MoP spike is also ready to go again in an instant.