[Suggestion]Superior Rune of Taunting

[Suggestion]Superior Rune of Taunting

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Posted by: runeblade.7514

runeblade.7514

Superior Rune of Taunting:

  • +25 Toughness
  • +35 Vitality
  • +50 Toughness
  • 25% chance when an ally is struck, taunt the foe.
  • +100 Toughness
  • -20% damage received from taunted foes. Gain protecton when struck.

This rune is to give toughness/Vitality gear a purpose and let people play a soft tank role for PvE or PvP.

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Posted by: MattyP.6954

MattyP.6954

that (4) bonus isn’t really going to work all that well in large pve events.

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Posted by: Constantin.5608

Constantin.5608

I hope they remove taunting all together. It sounds too much like I’m playing Hearthstone or something. One of the main reasons this game is so popular is because it doesn’t require dedicated Tank, Healer and Damage roles.

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Posted by: Testudo.4620

Testudo.4620

what’s with the random pointless amount of vitality

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Posted by: runeblade.7514

runeblade.7514

that (4) bonus isn’t really going to work all that well in large pve events.

It would cap to the 5 nearest allies. But party members is priority.

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Posted by: runeblade.7514

runeblade.7514

I hope they remove taunting all together. It sounds too much like I’m playing Hearthstone or something. One of the main reasons this game is so popular is because it doesn’t require dedicated Tank, Healer and Damage roles.

And this rune still won’t require a dedicated tank/healer/damage role in dungeons. But it’ll give players that has toughness/vitality a soft tanking role option if they choose to.

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Posted by: runeblade.7514

runeblade.7514

what’s with the random pointless amount of vitality

To keep it in line with other runes.

https://wiki.guildwars2.com/wiki/Rune

Every (2) bonus with a stat is always +35.

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Posted by: warherox.7943

warherox.7943

I hope they remove taunting all together. It sounds too much like I’m playing Hearthstone or something. One of the main reasons this game is so popular is because it doesn’t require dedicated Tank, Healer and Damage roles.

Sadly taunt isn’t going anywhere. It should be removed, though, along with fear. Losing character control isn’t fun.

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Posted by: Rym.1469

Rym.1469

Why not Taunt on using Healing skill/Elite?

RNG procs are always stupid.

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Posted by: runeblade.7514

runeblade.7514

Why not Taunt on using Healing skill/Elite?

RNG procs are always stupid.

I like this idea. However, Some professions have long cooldowns on Elites and if you are using an Healing skill, you probably have someone hitting you already. It wouldn’t work.

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Posted by: runeblade.7514

runeblade.7514

I hope they remove taunting all together. It sounds too much like I’m playing Hearthstone or something. One of the main reasons this game is so popular is because it doesn’t require dedicated Tank, Healer and Damage roles.

Sadly taunt isn’t going anywhere. It should be removed, though, along with fear. Losing character control isn’t fun.

That discussion should go to another thread. Its offtopic.

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Posted by: Rauderi.8706

Rauderi.8706

Hm, I could take a crack at it.

Tier 2, +20% Taunt Duration
Tier 4, Attacks made by enemies with Taunt grant Protection (3 sec, 10 sec cooldown)
Tier 6, 50% chance when hitting with an attack outside of range (>240 range?) to apply Taunt (2 sec) to the enemy. (15 sec cooldown per target)

Maybe go Tough/Vit/Tough or Tough/Tough/Vit for Tiers 1/3/5?

It’s an interesting concept, at least.

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Posted by: Depths.4051

Depths.4051

I love the idea, I’d love to use a set of these runes for bosses. Honestly just having these runes would make having a tank in dungeons more viable as you could keep aggro on yourself and away from squishies.

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Posted by: latinkuro.7304

latinkuro.7304

I love the idea, I’d love to use a set of these runes for bosses. Honestly just having these runes would make having a tank in dungeons more viable as you could keep aggro on yourself and away from squishies.

Taunt has nothing to do with aggro management, it doesn’t change who is on the top of the aggro list, once taunt is over the enemy will revert back to attacking whoever is on it’s most wanted list.

Don’t make the same mistake, read, process and understand before making assumptions that have no basis on current game mechanics.

Also, theses runes are a bad idea, there is already a trait that increases taunt duration on the professions that actually have access to it.

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Posted by: DeathPanel.8362

DeathPanel.8362

that (4) bonus isn’t really going to work all that well in large pve events.

It would cap to the 5 nearest allies. But party members is priority.

It would trigger way too often. Unless there’s an ICD.

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Posted by: Leo G.4501

Leo G.4501

Why not Taunt on using Healing skill/Elite?

RNG procs are always stupid.

Hm, I could take a crack at it.

Tier 2, +20% Taunt Duration
Tier 4, Attacks made by enemies with Taunt grant Protection (3 sec, 10 sec cooldown)
Tier 6, 50% chance when hitting with an attack outside of range (>240 range?) to apply Taunt (2 sec) to the enemy. (15 sec cooldown per target)

Maybe go Tough/Vit/Tough or Tough/Tough/Vit for Tiers 1/3/5?

It’s an interesting concept, at least.

I like these ideas. Some other nice bonuses would be something like apply taunt in a range when an ally goes down or take 10-15% less damage from taunted foes.

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Posted by: Bearhugger.4326

Bearhugger.4326

I don’t like 4 either. Auto-taunt could get me killed if it procs on a boss and I’m not expecting it. Let’s do something like this for #4 instead:

  • Whenever an ally below 25% health is attacked, reset the cooldown on all skills with Taunt effects, and Taunt lasts 3x longer. (With some sort of cooldown on the rune and blah blah.)

The only major disadvantage I see of doing it that way is that classes without Taunt won’t have a use for it. (And I’m sure a lot of Guardians are still scratching their heads on why they won’t get Taunt…) For classes with Taunt though, I think this is better, personally.

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Posted by: runeblade.7514

runeblade.7514

I don’t like 4 either. Auto-taunt could get me killed if it procs on a boss and I’m not expecting it. Let’s do something like this for #4 instead:

  • Whenever an ally below 25% health is attacked, reset the cooldown on all skills with Taunt effects, and Taunt lasts 3x longer. (With some sort of cooldown on the rune and blah blah.)

The only major disadvantage I see of doing it that way is that classes without Taunt won’t have a use for it. (And I’m sure a lot of Guardians are still scratching their heads on why they won’t get Taunt…) For classes with Taunt though, I think this is better, personally.

You don’t have to use the rune if you don’t want to take aggro.

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Posted by: Rin.1046

Rin.1046

My suggestion:

• +25 Toughness
• +20% Taunt duration
• +50 Toughness
• 25% Chance on hit to taunt target foe for 3 seconds (20 second cooldown)
• +100 Toughness
• -20% Damage from taunted foes. Taunt up to 5 nearby foes for 3 seconds when you gain regeneration (30 second cooldown)

This way the taunt on regen could synergies well with the Ventari legend or staff, as both can be traited to give regen. The regen and damage reduction would then help you while you take the extra agro.

Simplicity is complex.

Good feedback is key to getting the developers to listen to you.

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Posted by: MattyP.6954

MattyP.6954

My idea:

  • +25 Toughness
  • +10% Taunt Duration
  • +50 Toughness
  • 15% Taunt Duration; When you apply taunt, apply blind
    *
    100 Toughness
  • -25% Damage from Taunted Enemies; Apply 3 Seconds of Taunt to up to 5 Nearby Enemies when you use an Elite Skill (15 sec icd)

Also, I don’t really get all of the hate that Taunt gets. It’s a novel way to take on an MMO trope that was missing from GW2.

If you just hate playing against it, then, what can I say? Pack a stun break :-)

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Posted by: Constantin.5608

Constantin.5608

Sadly taunt isn’t going anywhere. It should be removed, though, along with fear. Losing character control isn’t fun.

Fear is ok. It makes Skyhammer a fun map to play. And if you hate it just stick a rune of hoelbrack on to reduce it by a quarter.

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Posted by: Morfedel.4165

Morfedel.4165

I think taunt should be molded after fear in terms of runes.

Therefore, I’d probably do something like, first, rename it Rune of the Tank

And then:

1: +25 Toughness
2: +35 Power
3: +50 Toughness
4: When you succeed in taunting a target, gain Aegis for 5 seconds. 10 second icd
5: +100 Toughness
6: +20% Taunt Duration; Against Taunted Targets, gain +5% damage.

I also had another idea, Rune of the Kiter:

1: +25 Vitality
2: +10% Swiftness duration
3: +50 Vitality
4: When you succeed in taunting a target, Apply 2 stacks Torment.
5: +100 Vitality
6: +20% Taunt Duration; when you taunt a target, apply 2 stacks confusion

Just a thought.

(edited by Morfedel.4165)

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Posted by: Rauderi.8706

Rauderi.8706

Tacking on torment/confusion to Taunt is hilarious, Morfedel.

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Posted by: Morfedel.4165

Morfedel.4165

Tacking on torment/confusion to Taunt is hilarious, Morfedel.

I know, I thought it would be fun haha

Maybe call it Rune of the Troll instead

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Posted by: runeblade.7514

runeblade.7514

My suggestion:

• +25 Toughness
• +20% Taunt duration
• +50 Toughness
• 25% Chance on hit to taunt target foe for 3 seconds (20 second cooldown)
• +100 Toughness
• -20% Damage from taunted foes. Taunt up to 5 nearby foes for 3 seconds when you gain regeneration (30 second cooldown)

This way the taunt on regen could synergies well with the Ventari legend or staff, as both can be traited to give regen. The regen and damage reduction would then help you while you take the extra agro.

Bad idea, Regeneration is a spammable boon. Players can spam regen on you and proc taunt early.

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Posted by: Pandaman.4758

Pandaman.4758

Rune of the Sunless and Rune of the Nightmare both proc fear as their #6 ability and both have lengthy cooldowns, so those should be used as reference for how ANet balances CC skills on rune sets.

That being said, proccing taunt on runes should only be from activating a heal skill or an elite, because that puts the control in your hands. If you have a rune set that procs taunt because of something someone else did, you’d find yourself in situations where you’re taunting when you don’t want to taunt: when you’re near dead and your heal is still on CD, have 30 stacks of invulnerability and your condi cleanse is on CD, you’re performing an action that gets interrupted by attacks (Dredge fractal, anyone?), etc.

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Posted by: Leo G.4501

Leo G.4501

Rune of the Sunless and Rune of the Nightmare both proc fear as their #6 ability and both have lengthy cooldowns, so those should be used as reference for how ANet balances CC skills on rune sets.

That being said, proccing taunt on runes should only be from activating a heal skill or an elite, because that puts the control in your hands. If you have a rune set that procs taunt because of something someone else did, you’d find yourself in situations where you’re taunting when you don’t want to taunt: when you’re near dead and your heal is still on CD, have 30 stacks of invulnerability and your condi cleanse is on CD, you’re performing an action that gets interrupted by attacks (Dredge fractal, anyone?), etc.

100% agreed. One should strive to make runes something that enhances your build by applying controlled effects. Aiming it so you activate specific effects under certain circumstances does this well.

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Posted by: runeblade.7514

runeblade.7514

Rune of the Sunless and Rune of the Nightmare both proc fear as their #6 ability and both have lengthy cooldowns, so those should be used as reference for how ANet balances CC skills on rune sets.

That being said, proccing taunt on runes should only be from activating a heal skill or an elite, because that puts the control in your hands. If you have a rune set that procs taunt because of something someone else did, you’d find yourself in situations where you’re taunting when you don’t want to taunt: when you’re near dead and your heal is still on CD, have 30 stacks of invulnerability and your condi cleanse is on CD, you’re performing an action that gets interrupted by attacks (Dredge fractal, anyone?), etc.

Some classes only have lengthy elites. I rather not have them alienated when they want to play a soft tank role.

Also, when you are forced to heal, it usually means someone is on you. So while it looks good on paper, it wouldn’t work.

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Posted by: Pandaman.4758

Pandaman.4758

Some classes only have lengthy elites. I rather not have them alienated when they want to play a soft tank role.

Also, when you are forced to heal, it usually means someone is on you. So while it looks good on paper, it wouldn’t work.

It wouldn’t alienate anybody, a rune set for taunting should only be designed to supplement existing skills (which will be updated to have taunts as we get closer to HoT’s release) without being absolutely necessary to be effective; if anything making the rune set’s taunt ability too effective would pigeonhole anyone who wants to soft tank into using that set.

There’s also the issue that rune sets have never offered any meaningful source of CC, even the aforementioned Sunless and Nightmare sets only offer a single second of fear for their long cooldowns; having a rune set that allows people to passively and quickly generate taunts would be simultaneously OP (in PvP/WvW environments) and useless (in PvE environments for the aforementioned reasons), which would probably be impossible to balance.

On the other note, if a person wants to tank then they should have the right skills for it and there are currently several healing skills that have great synergy with taunts: Shelter, Defiant Stance, A.E.D. (which I can’t link because the link ends with a period, gg ANet), Withdraw, Glyph of Elemental Harmony if you’re attuned to Earth, and Mirror all incorporate some form of damage mitigation; the only classes that don’t have access to heals with Taunt synergy are Rangers (though we don’t know what the Druid’s healing ability will be), Necromancers (but they’re tanky enough with their Death Shroud anyway), and Revenants (still a work in progress).