i hope u make another video about how to actually use the threat system in this game u only explained what increased threat means in the skill description and top of the threat list which i call threat steal u forgot to explain the threat bar itself and how ot use it - the threat bubble also healing increases threat too 4 colors - green, yellow, brown, and red green - less or no threat enemies wont atk ull still die from cc dmg yellow - imminent threat swift i high dmg is dealt brown - critical threat duration of 1-2sec for tanks to use threat steal to reduce may be the 10% threat from others red - enemies focus on u during fights dps will keep attacking as soon as skill come out of cool down so tank should dash or rush towards mob and use threat at-will or any dmg skill dps will overtake threat dmg so tank use threat steal to keep agro on paladin i use relentless avenger to dash to mobs the use oath strike with sacred weapon and unique to paladins use smite with divine challenger feature to steal threat keep attention to mobs and the threat bar of others when ever top dps get to yellow look wait for it to turn brown and hit threat steal thats how i keep agro on all 3 tanks paladin can easily keep threat since smite can be use 5 times before divinity depletes completely barb has 2 threat steal skill with 13s and 15s cd fighter also has 2 threat steal with 11s and 13s cd so if dps knows about this cd and threat generation system they make a very good team i hope u make a video about healers too especially warlock cause they have the highest heal rate but only at 15-30 radius while others have 60
ah yes, true, forgot to mention the different colors, I pin your comment and I'll add: - Green, you are lower than 50% of the top damage someone dealt to the target (includes other tanks threat score) - Yellow, you are at 50% to 89% of the top damage dealt to the target - Orange, you are at 90% to 99% of the top damage dealt - Red, you are at the highest effective damage dealt.
Using a threat steal power consistently puts another player that's gotten into orange back into yellow, which suggests that either the 10% or 90% numbers aren't quite precise, even if they're approximately correct: 110% of 90% is 99%, and 90% is over 90% of 99%, so they would still be in orange at that point.
@@Aragon- I'd really like to see a video of how to actually Tank. Like, what powers to use and when, really basic stuff. When to use Shield, when to use TAB and so on. {:-:-:}
the threat colors is the most fun part of the threat system u can either have enough threat dmg to keep threat on others low like effectively use manticore mane bite helmet/ring or charging bull ring or ur threat generation is low so u wait for the right moment to use threat steal during the orange threat just have to time ur skill correctly doable with non-dot users only, boa users, rogue's bleed and warlock dot will easily take agro if know how to effectively dps i have play with some experienced 75k+ ppl who know the threat system and slow down dps when needed others just keep on attacking till they are able to kill boss solo or die trying
Thank you for this! I'm a cleric main these days (used to be rogue, but my alliance needed healers and I really enjoy support!). Trying to invest more in my paladin tank and having lots of fun! This helps a lot!
Aragon, thanks so much for explaining how this all works. I've been running my paladin almost exclusively as a solo player, so I'm a bit challenged when I'm asked to help out a party as a tank. This video really helps. If I recall correctly, you did an earlier video explaining the best boons and such to use, so I'll go through your past uploads to see if I can find it. Regarding magnitude: I think whoever decided to use the term for Neverwinter was confused. I've found that it's best to think of the term 'Magnitude' as 'Percent.' A 100 magnitude hit equals 100% of (or 1x) your base damage. A 20 magnitude hit is 20% (0.2x) your base damage and a 500 magnitude hit is 500% (5x) your base damage. Let me know if this matches what you're seeing. :) Thanks again for the great work!
Cheers hope it helps. Yes exactly that with magnitudes. They are a modifier of you damage and indeed are divided by 100. so 20 magnitude will deal 20% of your base damage (plus offense stats and damage bonuses ofc),
Hey Aragon, Fighter tank player here. There is some secret tech for fighters where they can generate massive amount of threat and AP Gain as it is tied to threat generation for tanks, which might important to have included in this video. But for the tech: The at-will Threathing Rush has increased threat generation, with quite a bit of magnitude on it. It is already good for single target threat generation, but here is the tech, you can animation cancel it. The attack is normally quite slow (0.8 sec), but by using block tabs in between you can half that time. While also blocking some damage a few times which also generates AP. In single targets fights I can throw out dailies every 20 seconds with only a 10.5% increased ap gain. Love your vids, keep it up! Edit: Playing more around with skills and animation cancel. While spamming animation cancel for Threathing Rush I noticed I some times do also a lot of fast guarded strikes, they don't have increased threat but they do have 110 magnitude. Overal animation cancel those attacks increases attack rate by around 100% (attacking twice as fast)
This was mainly focused on Paladin, but yes, thanks for making sure I cover that, if I do the Fighter next. Animation canceling does help the Paladin for Ap gain too, but not with aggro, the at-will already hits very fast
I have been practicing that animation cancel on threatening rush with my fighter since I read this comment. It is quite difficult to get it right! 😶 Thanks for the info!
@@lelecoliandro5668 Make sure it is on your left click, so you some times use the at will from holding your shield. That one is also animation cancelable for around 220 magnitude per second. Also I found a bug, if you are in combat and holding your shield (not blocking damage) you gain AP. If you spam Block (Shift on PC), you gain it even faster. My findings with 9.5% AP Gain: - Holding block gains you a daily every 42 seconds - Spamming block gains you a daily every 32 seconds - Doing the animation cancels with the attacks on a target get's you every 22 seconds a daily.
awesome informative and very useful video, really appreciate the numbers, been looking for these numbers for so long thank you for taking the time to test these threat mechanics.
Can't say I agree with their design(slap an ass YUGE threat coeff to a weak damage skill), but it is their game, they are free to run it into the ground should they desire so. Imo, these "Increased Threat" skills should have like x2 coeff and your Tank passive should give like *10 to everything. And they should add up instead of multiplying each other(giving max x12 as opposed to x20). That way more things would be viable. Won't even comment on how stupid of a design choice these "taunts"(top of threat list) are. They should keep you at top for at least 10s. Regardless, thank you for all the hard work!
Seeing how often you pop out these vids makes one wonder if you're a man or machine?! =D Great job, now I'm even less motivated to play my pally though, he's so weak.
Hi, Thank you again for all those useful informations. I have some questions, if you have tome for some answers, i would be happy to know and grateful :) Hard taunts : Smite (with divine challenger) and vow of enmity place you on top of threat list + 10%, following your statement. - How are calculated vow of enmity and smite own basic damage in threat gain ? Do they put you on top of list +10% AND add their own damage, Or do they just put you on top of threat list + 10% regardless, ignoring their own damage ? - Something i'd like to have confirmation on : I was told vow on enmity effectively adds 10%, but smite with divine challenger only place you on top of list and adds +1 dmg ? Can you confirm or correct me on that please ? Threat from items : It appears that threat generated from items isn't affected by x5.5 threat modifier, but instead by x7 threat modifier ? Rings (with charging bull) and Mythallar (with procs) are affected by this x7 modifier according with your testings, But what about Helm passive on activation (with manticore bite) = Only 50% of max hp, or 50% of max hp x7 ? Mythallar interactions : About further interactions with powers and mythallar : - Does "binding oath" damage on hit proc it ? ...Adding to threat so - Does "aura of vengeance" damage on hit proc it ? ...Adding to threat so - Having both band of air and ring of darkness equiped, technically increase the proc chance of Mythallar ? Thanks !
Very nice Aragon, maybe people will now stop 2nd guessing tanks & I got a question for ya. DPS still & will always run ahead of tanks, it'll never stop but I'm curious what you personally do to handle this?
I can say how I handle it, lol! Usually if the content is harder, dps will wait for me. I know a lot of tanks will put stats into movement speed to not make dps slow down, but that's pretty silly to me - I would rather have the survivability. So i let them deal with the consequences of leaving me behind if they want to grab aggro first! Trick is knowing that what they decide to do isn't your fault!
If they want to run ahead, you can just watch them die, if they can handle it, so be it. In a lot of content the enemies are rather squidhy and Dps are racing against each other to get to the enemies and get the first hit in. So they won't care what your doing at all in that scenario. In dragon hunts when they get bitten a few times and die by going first, they will learn tk wait for you or die
I am currently trying to work out which new helm is better for threat. manticores bite vs the new 15% threat helm vs the 10% divinity regen to spam templars wrath. I would be very interested to see if the 10% divinity regen paired with composure would be better (despite that helm being made for healers).. would be interested to see a comparison video
I'm unsure if I'll get an answer or if this will be seen but, since the scaling changes how do paladin justiciars perform solo damage wise? I recently got a warlock to 20 and although I enjoy it, in RPGs I've always preferred spellblade/holy types in which you can mix up a build of DPS and Tank with some support/heal abilities. I remember loving Paladin pre-scaling because it gave me that mix, but now it seems as though I have to be 100% brick wall Tank otherwise I may as well just pick a DPS orientated class. I could be completely wrong hence why I ask. Thank you in advance if you respond Aragon, I love your content even though I am very noob to this new era of Neverwinter aha
since the last combat rework, damage output on a paladin has gotten worse and worse, sadly. It is now very expensive to have any decent damage, and still our Single target sustained damage is terrible.
@@Aragon- Ahh that's such a shame, I appreciate that answer though. I may just stick with my lock or mess around on a fighter or barb and see if that peaks my interest at all. Thank you Aragon
Starting from basic concept and gameplay as a tank, implemented with number support to a pro level, eviscerating the most efficient pally powers and several resources to get the work done. 👌 Awesome display of subject knowing and a real lesson for threat mechanics (I'd like to see such a examination for the Justicar survivability after gained the big bad guy attention xD ?). My dream: is to see the same for all the classes, so we can know at best the theory of our class powers and mechanics with exact numbers, pouring out eventual bugs an weak/strong points that are not well visible/explained, to ultimately select the most useful combination to fulfill our role scientifically perfectly 🤩. Either you like or not his style and delivering, you cannot honestly deny the amount of helping work done/doing for the community by Aragon, and all thanks possibly are deserved. I'm sure everyone that has at least watched some of this tutorials, owe to Aragon something, in terms of advices, insights or simply entertainment. Utterly appreciated Sir 🙏 P.S. please spam this clinic across bullet boards of the Coast, for all new 'wannabe/must be aggro boys/girls' 🙃 we need them most and will love them more 🤗🤣
Not sure if you mentioned this but the threat rings only work on trash mobs not on bosses so you would typically want to use maybe something else when at bosses imo
@@demonicxpriest7699 not sure why they don’t but it’s been tested on bosses and they have zero effect on them (use private queue to test on a boss) really just a trash mob controller which seems useless when trash mobs die fast 😂
Thanks man, can you tell me where is the source about the multipliers of threat and why Inscrease threat are AOE? I thought inscrease threat is just x8 and not x8 x 5.5. Help pls!
I explained it in the video, no? For example templars Wrath does 100,000 damage, you the multiply that by 8 for it's increased threat and then by 5.5 for being a paladin tank. And so 100k x 8 x 5.5 = 4.4 mill effective damage.
I've got 2 at will powers one is increased threat the other is your actions generate more threat can someone explain the difference to me I've not mained a tank since the mod 16 rework ruined tanking for me 😞
Where do you get the X8 number from? There's nothing listed anywhere that I have found that specifies this to be true or false.... So how do you now it's x8?
@@Aragon- I'm in Xbox dude.... I can't click like you do to see anything.. not to mention there's no numerical code or source value for threat via numbers.
@@Aragon- Your statement regarding x8 is an example of an negative statement from which has no evidence proving or disproving it's authenticity... So based on that knowledge, it's usually simply deemed to be true... Yet we could also say the value is x2
So is this 33% damage resistance enemies have an additional stat on top of their flat 50% defense? Or is this derived from their defense and reduced by something?
it's derived from their defense stats. They have 50% defense, which reduces everyone's damage by x0.6666. So instead of 10 damage, you deal 6.66 damage
@@Aragon- thanks. Another thing I notice you said that ring of darkness reduces their accuracy, all enemies have 0 base accuracy, so their accuracy goes negative? Have you actually tested that the ring of darkness causes you to take less damage on successful deflection or is that assumed?
yes, enemy stats can go into the negative. Yes I've tested the Dark Ring and it works, you can see the damage effectiveness of the enemy is reduced in ACT
@@Aragon- Ah, OK, I replayed. There were Rings of the Charging Bull in the past. I still have the Legendary ones as I was collecting them. Never got them all. Your rings have a different name but a similar "Charging Bull" effect. {:-:-:}
I agree. I've seen many dps get killed because of running tanks. What they don't understand is they don't need to be running around for entire fights. I would never use any of those aggro rings.
@@Dropkick1901 Yes, I main a Cleric Healer and it's hard enough keeping and eye on everyone's health bar and keeping the tank alive, as well as watching for the red and my own positioning, using At Wills to get my Action Points back, and spot healing an outlying dps without tanks running round like some infernal, demonic hybrid of a lemming and a chicken with its head cut off! It just confuses the battle field. I cannot stand still and use my Angel Wings TAB Mega-Heal if the idiot is dragging a veil of red over me! A tank is meant to TANK, and tanks do not run mindlessly in circles, dragging all the mobs and their AoE attacks with them. They Stand Their Ground, Dig In, and use their Shield and TAB power. Some of these bozos even turn their back on mobs and even bosses! I rarely play my tanks in Random Queues, but even **I** know how to hold up my shield and walk backwards! {:o:O:}
i hope u make another video about how to actually use the threat system in this game
u only explained what increased threat means in the skill description and top of the threat list which i call threat steal
u forgot to explain the threat bar itself and how ot use it - the threat bubble
also healing increases threat too
4 colors - green, yellow, brown, and red
green - less or no threat enemies wont atk ull still die from cc dmg
yellow - imminent threat swift i high dmg is dealt
brown - critical threat duration of 1-2sec for tanks to use threat steal to reduce may be the 10% threat from others
red - enemies focus on u
during fights dps will keep attacking as soon as skill come out of cool down so tank should dash or rush towards mob and use threat at-will or any dmg skill
dps will overtake threat dmg so tank use threat steal to keep agro
on paladin i use relentless avenger to dash to mobs the use oath strike with sacred weapon and unique to paladins use smite with divine challenger feature to steal threat
keep attention to mobs and the threat bar of others
when ever top dps get to yellow look wait for it to turn brown and hit threat steal
thats how i keep agro on all 3 tanks
paladin can easily keep threat since smite can be use 5 times before divinity depletes completely
barb has 2 threat steal skill with 13s and 15s cd
fighter also has 2 threat steal with 11s and 13s cd
so if dps knows about this cd and threat generation system they make a very good team
i hope u make a video about healers too especially warlock cause they have the highest heal rate but only at 15-30 radius while others have 60
ah yes, true, forgot to mention the different colors, I pin your comment and I'll add:
- Green, you are lower than 50% of the top damage someone dealt to the target (includes other tanks threat score)
- Yellow, you are at 50% to 89% of the top damage dealt to the target
- Orange, you are at 90% to 99% of the top damage dealt
- Red, you are at the highest effective damage dealt.
Using a threat steal power consistently puts another player that's gotten into orange back into yellow, which suggests that either the 10% or 90% numbers aren't quite precise, even if they're approximately correct: 110% of 90% is 99%, and 90% is over 90% of 99%, so they would still be in orange at that point.
these percent's aren't exact numbers no, just a rough estimate of what I can guess is going on
@@Aragon-
I'd really like to see a video of how to actually Tank. Like, what powers to use and when, really basic stuff. When to use Shield, when to use TAB and so on.
{:-:-:}
the threat colors is the most fun part of the threat system
u can either have enough threat dmg to keep threat on others low like effectively use manticore mane bite helmet/ring or charging bull ring
or ur threat generation is low so u wait for the right moment to use threat steal during the orange threat just have to time ur skill correctly
doable with non-dot users only, boa users, rogue's bleed and warlock dot will easily take agro if know how to effectively dps
i have play with some experienced 75k+ ppl who know the threat system and slow down dps when needed others just keep on attacking till they are able to kill boss solo or die trying
Thank you for this! I'm a cleric main these days (used to be rogue, but my alliance needed healers and I really enjoy support!). Trying to invest more in my paladin tank and having lots of fun! This helps a lot!
Aragon, thanks so much for explaining how this all works. I've been running my paladin almost exclusively as a solo player, so I'm a bit challenged when I'm asked to help out a party as a tank. This video really helps. If I recall correctly, you did an earlier video explaining the best boons and such to use, so I'll go through your past uploads to see if I can find it.
Regarding magnitude: I think whoever decided to use the term for Neverwinter was confused. I've found that it's best to think of the term 'Magnitude' as 'Percent.' A 100 magnitude hit equals 100% of (or 1x) your base damage. A 20 magnitude hit is 20% (0.2x) your base damage and a 500 magnitude hit is 500% (5x) your base damage. Let me know if this matches what you're seeing. :)
Thanks again for the great work!
Cheers hope it helps.
Yes exactly that with magnitudes. They are a modifier of you damage and indeed are divided by 100. so 20 magnitude will deal 20% of your base damage (plus offense stats and damage bonuses ofc),
Thank You! Great video.
A barb Tank video will apreciate too!! heheh
Hey Aragon, Fighter tank player here. There is some secret tech for fighters where they can generate massive amount of threat and AP Gain as it is tied to threat generation for tanks, which might important to have included in this video. But for the tech:
The at-will Threathing Rush has increased threat generation, with quite a bit of magnitude on it. It is already good for single target threat generation, but here is the tech, you can animation cancel it. The attack is normally quite slow (0.8 sec), but by using block tabs in between you can half that time. While also blocking some damage a few times which also generates AP. In single targets fights I can throw out dailies every 20 seconds with only a 10.5% increased ap gain.
Love your vids, keep it up!
Edit: Playing more around with skills and animation cancel. While spamming animation cancel for Threathing Rush I noticed I some times do also a lot of fast guarded strikes, they don't have increased threat but they do have 110 magnitude. Overal animation cancel those attacks increases attack rate by around 100% (attacking twice as fast)
This was mainly focused on Paladin, but yes, thanks for making sure I cover that, if I do the Fighter next. Animation canceling does help the Paladin for Ap gain too, but not with aggro, the at-will already hits very fast
I have been practicing that animation cancel on threatening rush with my fighter since I read this comment. It is quite difficult to get it right! 😶
Thanks for the info!
@@lelecoliandro5668 Make sure it is on your left click, so you some times use the at will from holding your shield. That one is also animation cancelable for around 220 magnitude per second.
Also I found a bug, if you are in combat and holding your shield (not blocking damage) you gain AP. If you spam Block (Shift on PC), you gain it even faster.
My findings with 9.5% AP Gain:
- Holding block gains you a daily every 42 seconds
- Spamming block gains you a daily every 32 seconds
- Doing the animation cancels with the attacks on a target get's you every 22 seconds a daily.
@@Smite_Sion Im on ps4, but still is good info! Thank you!
This is soooo helpful thank you!
Putting at top of threat list IMO should hold for at least 10-20 seconds in a battle.
thank you this helped me with my build :)
Glad to hear it!
awesome informative and very useful video, really appreciate the numbers, been looking for these numbers for so long thank you for taking the time to test these threat mechanics.
Can't say I agree with their design(slap an ass YUGE threat coeff to a weak damage skill), but it is their game, they are free to run it into the ground should they desire so. Imo, these "Increased Threat" skills should have like x2 coeff and your Tank passive should give like *10 to everything. And they should add up instead of multiplying each other(giving max x12 as opposed to x20). That way more things would be viable. Won't even comment on how stupid of a design choice these "taunts"(top of threat list) are. They should keep you at top for at least 10s.
Regardless, thank you for all the hard work!
Seeing how often you pop out these vids makes one wonder if you're a man or machine?! =D Great job, now I'm even less motivated to play my pally though, he's so weak.
Godo job! Really helpful to see behind the math!
Plus Jewel of the NOrth is out then.
cheers
Very good info. Thank you so much.
good to hear, thx :D
I don't play as a paladin, but I still learned something about tanking. Now if you could do a breakdown of the Barbarian Sentinel....
Yes, this please!!
You should be hired by Criptic at this point. You do so much data analysis that I believe you do more of that then they do lol.
thanks xD
I use the new tiamat set and the artifact is awesome for threat I no longer lose threat not even in ancient black dragons with 3 tier 3 mods
Ty for information…all this hunting thing is making me a better tank 🤣😛
Hi,
Thank you again for all those useful informations.
I have some questions, if you have tome for some answers, i would be happy to know and grateful :)
Hard taunts :
Smite (with divine challenger) and vow of enmity place you on top of threat list + 10%, following your statement.
- How are calculated vow of enmity and smite own basic damage in threat gain ?
Do they put you on top of list +10% AND add their own damage, Or do they just put you on top of threat list + 10% regardless, ignoring their own damage ?
- Something i'd like to have confirmation on : I was told vow on enmity effectively adds 10%, but smite with divine challenger only place you on top of list and adds +1 dmg ?
Can you confirm or correct me on that please ?
Threat from items :
It appears that threat generated from items isn't affected by x5.5 threat modifier, but instead by x7 threat modifier ?
Rings (with charging bull) and Mythallar (with procs) are affected by this x7 modifier according with your testings,
But what about Helm passive on activation (with manticore bite) = Only 50% of max hp, or 50% of max hp x7 ?
Mythallar interactions :
About further interactions with powers and mythallar :
- Does "binding oath" damage on hit proc it ? ...Adding to threat so
- Does "aura of vengeance" damage on hit proc it ? ...Adding to threat so
- Having both band of air and ring of darkness equiped, technically increase the proc chance of Mythallar ?
Thanks !
I'll get back to you on those questions
Very nice Aragon, maybe people will now stop 2nd guessing tanks & I got a question for ya. DPS still & will always run ahead of tanks, it'll never stop but I'm curious what you personally do to handle this?
I can say how I handle it, lol! Usually if the content is harder, dps will wait for me. I know a lot of tanks will put stats into movement speed to not make dps slow down, but that's pretty silly to me - I would rather have the survivability. So i let them deal with the consequences of leaving me behind if they want to grab aggro first!
Trick is knowing that what they decide to do isn't your fault!
If they want to run ahead, you can just watch them die, if they can handle it, so be it. In a lot of content the enemies are rather squidhy and Dps are racing against each other to get to the enemies and get the first hit in. So they won't care what your doing at all in that scenario. In dragon hunts when they get bitten a few times and die by going first, they will learn tk wait for you or die
I am currently trying to work out which new helm is better for threat. manticores bite vs the new 15% threat helm vs the 10% divinity regen to spam templars wrath.
I would be very interested to see if the 10% divinity regen paired with composure would be better (despite that helm being made for healers).. would be interested to see a comparison video
mainly because paladin is the only tank class to be able to utilise that effect
definitely the manticore helm.
Random guess: Maybe the multiplier from Intimidating Presence is supposed to be x5 but it accidentally replaces the Oath of Protection multiplier.
thats a thought, yes xD
I'm unsure if I'll get an answer or if this will be seen but,
since the scaling changes how do paladin justiciars perform solo damage wise? I recently got a warlock to 20 and although I enjoy it, in RPGs I've always preferred spellblade/holy types in which you can mix up a build of DPS and Tank with some support/heal abilities. I remember loving Paladin pre-scaling because it gave me that mix, but now it seems as though I have to be 100% brick wall Tank otherwise I may as well just pick a DPS orientated class. I could be completely wrong hence why I ask.
Thank you in advance if you respond Aragon, I love your content even though I am very noob to this new era of Neverwinter aha
since the last combat rework, damage output on a paladin has gotten worse and worse, sadly. It is now very expensive to have any decent damage, and still our Single target sustained damage is terrible.
@@Aragon- Ahh that's such a shame, I appreciate that answer though. I may just stick with my lock or mess around on a fighter or barb and see if that peaks my interest at all. Thank you Aragon
Starting from basic concept and gameplay as a tank, implemented with number support to a pro level, eviscerating the most efficient pally powers and several resources to get the work done. 👌 Awesome display of subject knowing and a real lesson for threat mechanics (I'd like to see such a examination for the Justicar survivability after gained the big bad guy attention xD ?). My dream: is to see the same for all the classes, so we can know at best the theory of our class powers and mechanics with exact numbers, pouring out eventual bugs an weak/strong points that are not well visible/explained, to ultimately select the most useful combination to fulfill our role scientifically perfectly 🤩.
Either you like or not his style and delivering, you cannot honestly deny the amount of helping work done/doing for the community by Aragon, and all thanks possibly are deserved. I'm sure everyone that has at least watched some of this tutorials, owe to Aragon something, in terms of advices, insights or simply entertainment. Utterly appreciated Sir 🙏
P.S. please spam this clinic across bullet boards of the Coast, for all new 'wannabe/must be aggro boys/girls' 🙃 we need them most and will love them more 🤗🤣
Thank you for your kind words and appreciation :D
I'll do my best to implement this kind of depth in other areas
What do you think is more efficient deflection or critical avoidance to tank the dragons
Not sure if you mentioned this but the threat rings only work on trash mobs not on bosses so you would typically want to use maybe something else when at bosses imo
How come they only work on mobs and is there any evidence they don't work on bosses as if this is true I'd consider looking in to a different ring
@@demonicxpriest7699 not sure why they don’t but it’s been tested on bosses and they have zero effect on them (use private queue to test on a boss) really just a trash mob controller which seems useless when trash mobs die fast 😂
Thanks man, can you tell me where is the source about the multipliers of threat and why Inscrease threat are AOE? I thought inscrease threat is just x8 and not x8 x 5.5. Help pls!
I explained it in the video, no? For example templars Wrath does 100,000 damage, you the multiply that by 8 for it's increased threat and then by 5.5 for being a paladin tank. And so 100k x 8 x 5.5 = 4.4 mill effective damage.
@@Aragon- yes and i asked u where u got that information?
I've got 2 at will powers one is increased threat the other is your actions generate more threat can someone explain the difference to me I've not mained a tank since the mod 16 rework ruined tanking for me 😞
For the love of all things holy MAKE A FIGHTER Tank too!!! LOL.
Still good information that I am adjusting to my tank
what can i do if i destroyed the mythallar set due to ignorance, can i get it somewhere else
Other than contacting support, you can't
They need to bring back pally shielding
Thanks AraGOAT.
Where do you get the X8 number from? There's nothing listed anywhere that I have found that specifies this to be true or false.... So how do you now it's x8?
you test. Have a dps deal damage, record his damage. then as tank do damage until you get threat, and calculate the difference
@@Aragon- I'm in Xbox dude.... I can't click like you do to see anything.. not to mention there's no numerical code or source value for threat via numbers.
@@Aragon- Your statement regarding x8 is an example of an negative statement from which has no evidence proving or disproving it's authenticity... So based on that knowledge, it's usually simply deemed to be true... Yet we could also say the value is x2
@@williamorr3084 you could add up the numbers on console xD
@@Aragon- What numbers? On Xbox there are no Numbers for threat shown or displayed. Just cooldown and DMG.
No Feats?
Oh, never mind, you are adding them in the video!
{:-:-:}
Do you know if you have manticores bite on your head piece and on a ring whether it stacks or not? Thanks
it doesn't stack, no
@@Aragon- thank you
So is this 33% damage resistance enemies have an additional stat on top of their flat 50% defense? Or is this derived from their defense and reduced by something?
it's derived from their defense stats. They have 50% defense, which reduces everyone's damage by x0.6666. So instead of 10 damage, you deal 6.66 damage
@@Aragon- thanks. Another thing I notice you said that ring of darkness reduces their accuracy, all enemies have 0 base accuracy, so their accuracy goes negative? Have you actually tested that the ring of darkness causes you to take less damage on successful deflection or is that assumed?
yes, enemy stats can go into the negative. Yes I've tested the Dark Ring and it works, you can see the damage effectiveness of the enemy is reduced in ACT
@@Aragon- sweet, thanks for the answer bro
The pally is becoming less desired, more players are switching from pally tank to fighter tank.
Op heals on the way ?
Healer build you mean? Yes soon
@@Aragon- yay let’s gooo
Didn't oath of protection used to give us 15% more threat?
It used to give 900% threat, now it's only 550%
@@Aragon- oh ok... Well I'm good now. Haven't had any issues since I switched back to my pally fulltime. Thanks for the hard work.
I'm sick of tanks running in circles and not hitting things! :D
But aren't these rings really old? Like Mod 8 or something?
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no, this ring came out in mod 19, don't think there was an older version,
@@Aragon-
Ah, OK, I replayed. There were Rings of the Charging Bull in the past. I still have the Legendary ones as I was collecting them. Never got them all. Your rings have a different name but a similar "Charging Bull" effect.
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I agree. I've seen many dps get killed because of running tanks. What they don't understand is they don't need to be running around for entire fights. I would never use any of those aggro rings.
@@Dropkick1901
Yes, I main a Cleric Healer and it's hard enough keeping and eye on everyone's health bar and keeping the tank alive, as well as watching for the red and my own positioning, using At Wills to get my Action Points back, and spot healing an outlying dps without tanks running round like some infernal, demonic hybrid of a lemming and a chicken with its head cut off! It just confuses the battle field. I cannot stand still and use my Angel Wings TAB Mega-Heal if the idiot is dragging a veil of red over me!
A tank is meant to TANK, and tanks do not run mindlessly in circles, dragging all the mobs and their AoE attacks with them. They Stand Their Ground, Dig In, and use their Shield and TAB power. Some of these bozos even turn their back on mobs and even bosses! I rarely play my tanks in Random Queues, but even **I** know how to hold up my shield and walk backwards!
{:o:O:}
I love your videos like this. I just wish there was a channel for Fighter Vanguard as well.
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Thank you :D
iKokoum used to make a good few vids on Fighter, not sure where he went tho
@@Aragon-
I checked out iKokoum and he doesn't seem to have made a NW video since Mod 22. He seems to be playing different games now.
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AHWOOOOO thanks
So the wings don't work, well I switched to them recently and aggro is so much easier.....