In end game content tanks are a commodity. They are good at soaking damage so dps can do what dps does.
That being said, as a certain boss gets more and more buffed we as players have to come up with and use more unconventional builds in order to do more and more damage so as not to have 45 minute to one hour long runs on one boss. The more damage we do, the less aggro control the tanks have because they are limited.
You are the scripting guru driller, so I ask you, is there a way to make a forge stone that has a chance to drop off high end bosses that can be put on a weapon to increase threat generation for tanks?
Or do you have a suggestion or idea to help because the more damage we do, the less the tank can hold aggro making the tank not really a tank at all.
End Game Tanks and Aggro Management
- Cornflower
- Duke
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- Joined: Sat May 26, 2018 10:53 am
- Location: Sweden
Re: End Game Tanks and Aggro Management
An alternate suggestion is to maybe not keep buffing those high-end bosses, so we who are not playing extremely much and thus don't have all that fancy gear, can have a chance at them?
Who wills, can
Who tries, does
Who loves, lives
(Ann McCaffrey)
Who tries, does
Who loves, lives
(Ann McCaffrey)
Re: End Game Tanks and Aggro Management
After some searching with good ol' google, it seems it will be a huge scripting hassle if possible at all (assuming you are using scs). I am wondering if driller has any thoughts/ideas to make tanks hold aggro better.