I more or less agree with the sentiment of your post, but there are a couple things I want to clarify/correct:
Darksaber wrote:
BTW its not the MT job to keep consistenly to keep agro...
Correct. It is the entire group's job. However, the *role* of MT is "the guy who the mob will be beating on". Thus, any amount of agro you can generate makes that easier for the entire group to do. If you have a choice as MT between doing more damage, or generating more agro, you should *always* chose the agro.
Your second goal as a tank should be increasing your AC/HP. After all, that's what makes you better at being "the guy the mobs beat on".
Finally. After you've done all that other stuff, you can worry about increasing your DPS.
Quote:
If pallies would wait to use stun tell the MT has generated enough agro it wont be a problem...
Again. Sentiment is correct, but the specifics are wrong. There's a tactic called "agro pumping" (Ok. I just made up the term. I have no idea what it's called, but that's as good a name as any). The idea is that you want your warrior to tank, but it takes a warrior a bit of extra time to generate enough agro for debuffs (slows specifically) to land. A successful taunt gives you agro+1 over whoever's on the top, but the only way for that to gain you agro is if you're *not* currently at the top of the list. Obviously, you don't want to just let your shaman drop a slow and then hope you get a successful taunt to get it off him, so that's not that useful most of the time.
Enter a paladin (or to a slightly less effective degree, the SK). Pull comes in. Paladin drops a stun *immediately*. This generates enough agro for the shaman to slow immediately without gaining agro. Now, the paladin has agro, but the mob is stunned, so you've got 5 seconds to taunt it. Assuming you taunt immediately after the stun lands, and the immediately when taunt refreshes, you've basically got a couple shots at it while the mobs sitting there doing no damage to anyone. On the odd chance that you fail 2 in a row, the worse that happens is that the paladin (who can take damage almost as well as you can) is getting beat on by an already slowed mob.
90% of the time, the end result of this is a nice big agro lead for the warrior. By letting the paladin generate a bunch of agro right off the bat, you can use taunt to leapfrog yourself to a huge agro lead over everyone else in the group. Since that paladin is using a slow 2h weapon and doesn't have DW, as long as he doesn't do anything else, he'll never catch up to you. You'll start with an agro lead and keep it for the rest of the battle. Using combat abilities to push it even more is just gravy at that point.
It is *not* wrong for a paladin to drop a stun before the warrior had built up an agro lead. When I play ST in a group, I stun at three points. Beginning if we need it to generate an agro lead for the warrior, random times to interupt spells, and at the end in case someone forgot to snare the mob (or the mob is trying to gate).
Most of the time you should work this out with your warrior, but it's a pretty accepted deal. I was in a group in PoV last weekend where every single pull went the same way: Ranger pulled. Warrior grabbed agro. I assisted warrior. Mob then made a beeline for shaman when slow landed. I dropped stun on mob as soon as it turned. Warrior used taunt to pull mob back on him. No other agro problems for the rest of the fight. I could have *not* used my stuns, but then it'd be the shaman getting beat on instead of me.
Oh. One more thing. There is another more subtle advantage that warriors have. It's probably not super apparent, but it's there. Everything else being equal, a warrior will tend to have better gear then a knight. Unless you are twinking to a point where you can afford any level of gear available in the game, this will pretty much always be true. Most players have some sort of "budget" they have to keep. Knights have to worry about more then just their AC/HP/weapons. Post 60, spells alone actually start to get pretty expensive. I figure I've spent probably 30-40k on spells, and I'm still missing a couple. Sure. That's not a lot from a pure caster's point of view, but that's money that I didn't spend on upgrading bits of armor, or weapons. It all adds up...
Edited, Thu Apr 15 21:20:53 2004 by gbaji