Wow. Excellent thread. Let me summarize:
- A single warrior (ideally using a bow) is the one generating the "clumping" circle. If there is one tank, everone knows the routine and the healer's job is much easier since they can use high-powered buffs (shield of regeneration, mark of protection, healing seed).
- All other team members should stay out-of range untill the circle has been setup. Elementalists, in particular, should _wait_ till the circle is formed before starting casting -- patience pays dividends.
Quote:
Originally Posted by Epinephrine
The good tank (singular...) groups the foes up. he does this by engaging them at a distance of about the aggro circle's radius ahead of the party. Seeing nobody else, the enemy will flock to him.
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Tanking is an art, and it is best done by one tank.
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As a healer, I never join PuGs with more than one warrior. It is a good sign that the PuG will fail and you'll have that healer running in circles trying to keep people happy.
That said, if you have 2 coordinated tanks... that play well with each other,
they can make a serious wall-of-meat and are even more effective than one tank. At high levels, they can put their backs to each other (one faces E the other W) and both get the shield advantage. However, well-coordinated tanks are something you typically only get in a group formed via guild members.
Quote:
Originally Posted by Rothgar
the warrior draws the enemy in with a bow (flatbows work best), and the casters wait until ALL the drawn mosters are hitting the warrior before they start attacking.
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Yes, excellent advice. When I play my warrior (Wa/Ne) toon, I use enfeebling blood instead of a flat bow. The opposing tanks are then all cursed by me, so they rush to me to attack. Rather than attacking right away, I spend the next few seconds looking for opposing team warriors that look like they are going to sail-by and not clump around me. To them I cast a parasitic bond -- that usually changes their direction back to me, unless a caster has attacked them.
Quote:
Originally Posted by The Destroyer
Big thing here make sure your team knows WHY you are staying ahead and that you are pulling only 1 group of aggro to yourelf that way they dont think you are running crazy and trying to be superman.
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I'd not call it 'aggro', I'd call it 'clump'. The 'aggro' is when you accidently pull more than one group at a time -- its a mess. The word 'clump' gets the point across much more clearly, you want to cluster all of the opposing team tanks around you.
Quote:
Originally Posted by Rothgar
The only advantage of having a Ranger draw is that his first shot can do more damage then a warriors first shot. This advantage is of limited use since the second all the monsters are grouped up on the warrior your group can AOE the snot out of all of them.
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A 'wilderness survival' ranger can tank quite well. Let me explain. When you engage foes, they break into two groups -- the casters who stay back and hit you with ranged attacks; and the warriors that rush up to beat on you. A ranger is quite resillent to the range attackers; so, you could engage like this:
1. The ranger moves up, creates traps, and attacks the opposing team's warrior(s), who rush up. The ranger then buffs 'evade' and other anti-tank buffs. A ranger/necro could use enfeebling blood to ensure that incoming tanks are not effective.
2. The entire team takes out the opposing team's warriors. In the mean time, the Ranger is being hit _hard_ by the opposing team's casters. But this is only temporary. The Ranger's good elemental AC (esp. with lightning bonus) makes them even more "survivable" than a warrior for this purpose.
3. After the warriors are dead; the team converges on the opposing team's casters/rangers.
Quote:
Originally Posted by The Destroyer
Granted a ranger using whirling defense can do this with lowere level mobs but the areas after ascension the mobs deal to much damage to fast for a rangers weaker armor to deal with even with whirling defense.
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Enfeebling blood + shield of regeneration or mark of protection works wonders. With the exception of the very last mission (/w those hands), you can eliminate the tanks early and then focus on the casters.
That said.... a Wa/Ra is the best kind of tank. They have strength/tactics for defensive stances, plus wilderness for traps, uguent. Plus poison arrows (as you mentioned) for starting the fight. If you've got a necromancer to use enfeebling blood, this makes them drop even faster.