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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Drunken monks and issues holding agro « previous next »
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Author Topic: Drunken monks and issues holding agro  (Read 969 times)
Ugluk
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« on: May 09, 2007, 09:03:39 PM »

As it seems clear that Sigil are moving drunken monks down the light tank path (the planned agro tools we are supposedly getting in the future), I just thought I'd raise our current state of keeping agro with the reasonably new stance changes.

Back when Drunken Fist was both our agro and DPS stance, it was very rare that someone was able to get agro off me.  It would normally take some chain nuking mage or a big string of crits from a ranger or rogue for me to lose it.  When our stances changed, Drunken Fist had it's +aggression removed (not to mention its' +damage nerfed) and became our pure DPS stance.  Drunken Mastery had aggression added to it - in what amounts we cannot tell, because there is no tooltip telling us - and became our agro stance.

I noted at the time of the change that I had to work very hard to keep agro after this alteration, and that the DPS stance was about as good for keeping agro.  The mitigation penalty doesn't really make using Fist feasible for tanking anything approaching tough though, so that leaves Drunken Mastery.

Now, not only do I struggle to hold agro off the likes of rangers and necros over the course of a fight, but clerics and disciples now also find themselves getting agro off me.  This is compounded if I happen to miss with the Thousand Fists chain.  Doing damage through this crit chain is so crucial to me tanking that if I miss Thousand or Thundering, I know I am pretty much going to be chain using Jeering Kick pretty soon in an attempt to keep the mobs' attention.  Even with Aum Ti up and the Renewal buff, you're going to run out of endurance fast and the mob will be beating on someone squishier than you.

Worse, if you happen to be tanking somewhere like Razh Inkur, so many mobs there uses stuns that break crit chains (Shock of Ice, Pummel, Pound, Shield Bash) that destroy our DPS and leave no hope of keeping agro.

I'm level 48, and the people who I regularly group with are my level or 1-2 levels lower - and I have tanked my way up from about 25.  I generally use the Greystone Staff or Tranquility, and the people I group with are using weapons of similar power.  Are other drunken monks seeing this same problem?  Do you think a stun immunity, additional aggression or increased accuracy when in Drunken Mastery stance would be a benefit?  Are there any techniques others are using to get around this?
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Ugluk - Cold Fury - Gulgrethor
Leishiu
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« Reply #1 on: May 10, 2007, 03:29:57 AM »

While not quite on the subject, stun in it's current form is generally retarded for everyone involved. Unresistable effects are in league with trash using debuffs that lowers a resist mitigation to 0 (dosen't matter if you have tons of it, it'll still be 0'ed, which is a bad mechanic in just so many ways) or have the ability to spam of heavy mitigation (touch of fire, lightning shield and so on) which cannot be overcome by debuffs but needs to be chain dispelled.
Stuns are a very cheap way of crippling a player and removing interactivity in a forced and (if occuring at the current pace) very boring way. I don't mind the occational stun, fear or mez to remove me, but I do mind unresistable effects that cripple my playing that is a rule rather than the exception the way stun currently is.
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Quinn the Mighty
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« Reply #2 on: May 10, 2007, 06:33:23 AM »

Getting back on topic,

I havent had the same issues, I am not saying they aren't there just in my expirience that most of the time I dont even need the aggro stance (Although the refresh haste is nice, now if only it would stack with Aum Kor  like they said it would tickedoff) Stuns are the suck for tanking though *meh*

What's your "normal" mode of keeping aggro?

~QTM


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Ugluk
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« Reply #3 on: May 10, 2007, 09:40:33 PM »

Wherever possible I like to pull the mob I am tanking for the initial agro.  I also like to hit them a couple of times on incoming with shruikens.  Iron Fist + one of the Secrets on of course.

I like to open up with the Fists chain as soon as possible to get an early lock on agro.  If I haven't triggered a crit normally after about 3 attacks (fairly rare with ranger buffs, which I almost always have), I will use Lurching Feint or Spinning Fists to force a crit.  I know that if all 3 attacks land, I have a reasonable chance of keeping the mobs attention for the duration of the fight.

If I know a mob is going to stun in it's first attack, I let my group know that I will dodge + counter to open and that they should back off for a few seconds because of that (telling rangers not to plink a mob on inc is a tough concept for them to understand though).  I will be in Drunken Mastery for the added agro without the mitigation penalty.  I'll always use Quivering Palm when I see it (unless using it would break the Fists chain) - you'd think that a debuff like that would cause considerable hate to be generated, but it doesn't seem to be the case.  It's all about the damage.

Specifically for the RI area, I've tried upping my cold resists to counter the Shock of Ice, which is probably the most annoying of the stuns because it's a proc and is not on a timer.  Never really noticed resisting it more though.  Secret of Ice must be as annoying as hell in PvP.
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Ugluk - Cold Fury - Gulgrethor
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« Reply #4 on: May 11, 2007, 12:49:26 AM »

So basically you were enjoying playing a drunken monk tank, and you could hold aggro well, even though your class needed some work.

Then Sigil stepped in to "fix" some stuff and make it better for you

Now you are less effective than you were before, another step backwards?

I'm reminded of a great paula abdul song....

"two steps forward, take two steps back"
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Leishiu
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« Reply #5 on: May 11, 2007, 02:26:21 AM »

Specifically for the RI area, I've tried upping my cold resists to counter the Shock of Ice, which is probably the most annoying of the stuns because it's a proc and is not on a timer.  Never really noticed resisting it more though.  Secret of Ice must be as annoying as hell in PvP.

Most stuns are unresistable, so resists dosen't do as much as you would think they do (they are however very nice against the evil casters in Raz Inkur).
Secret of Ice proc breaks on hit since last fix (might have before, just never really saw it, but it lasted a decent chunk of time when I did, but currently it lasts about until next hit) but it still can cause the annoying chain interuption I suppose if you're lucky with the low procrate.
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Quinn the Mighty
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« Reply #6 on: May 11, 2007, 08:17:47 AM »

As far as the proc's go I havent seen any combat spam saying that I have resisted a stun type proc. Since drunks get several CoS type attacks. ( I normally have 3 available thanks to the bloodmage buff)  I tend to use mine one at a time for when I need to pile on that little bit of extra damage / hate to get / keep the mobs attention.

The hate generated by the Drunken Mastery stance  I was told by Talisker is greater than that of the old drunken fist skill. (meaning the total amount of hate generated by the old drunken fist stance) however due to how this vaule was being stored it could not be inserted into the tool tp.  If this is still an issue it should not be a problem getting the hate tweaked further upwards. I'd like a little bit more of a consensus on this though.

Here is some info regarding the aggro management tools that I have made a brief mention about before. This has not been pushed to test yet and have not been 100% set in stone so take from it what you will;

We wil be able to direct addtional hate tword a defensive target (Kind of like a goading slap on steroids that is always active)  via a bond like ability.

Take some of the hate generated from a defensive target to give to yourself. (Think of it as a "hate" tap) via a bond like ability.

I feel with these additional tools the drunk monk can be quite good at aggro control. (even when not tanking)

~QTM

edit: typing w/o morning coffee is bad.
« Last Edit: May 11, 2007, 08:59:43 AM by Quinn the Mighty » Logged
Ugluk
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« Reply #7 on: May 11, 2007, 05:35:02 PM »

The concept of bonds as detailed above sounds interesting.  I'd be keen to see how well it works, but conceptually it would be a big help regardless of whether you're tanking or not.  Would have been nice if this came in when they started messing with us, but what can you do?

It would be nice to see how other drunken monks feel about locking agro at the moment. Having high-agro group members probably doesn't help!
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Ugluk - Cold Fury - Gulgrethor
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« Reply #8 on: May 13, 2007, 04:08:46 PM »

The concept of bonds as detailed above sounds interesting.  I'd be keen to see how well it works, but conceptually it would be a big help regardless of whether you're tanking or not.  Would have been nice if this came in when they started messing with us, but what can you do?

It would be nice to see how other drunken monks feel about locking agro at the moment. Having high-agro group members probably doesn't help!

The initial idea behind the bonds is to NOT have monks tank.  Period.  Not at all, never, end of discussion.  Monks are horrible tanks end game, and will be even worse in raiding.  With the evasion nerfs within the first 2 weeks of live, we cannot tank at all.  Evasion is far less dependable and far less powerful as mitigation.  Yes we may be able to evade 100% of melee attacks, depending on what endurance regen buffs we have, and depending on how fast the mob attacks, but it is impossible to hold aggro from even a bard slightly dpsing this way.  The whole idea behind the new drunken bonds is to have it as an aggro-management utility class, the initial idea submitted to QTM actually had the aggro-generating bond unable to work on self as defensive target, and have all of the rescues etc taken away.  However, if they do put it in, how it will work is entirely up to the Developers, and not the initial idea. 
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Ugluk
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« Reply #9 on: May 13, 2007, 04:17:13 PM »

So if they improve on the initial idea, that's a bad thing?  I am not sure I understand your point.
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Ugluk - Cold Fury - Gulgrethor
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« Reply #10 on: May 13, 2007, 09:29:19 PM »

My point is that we should not be tanking, nor have utilities to do so.  The idea with bonds was not to help us tank better, but to help a real tank, tank better.  Or allow a sorcerer for instance nuke their little heart out without getting aggro.
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