WillieStyle wrote...
Marionetten wrote...
Let me educate you on the reason as to why taunt is by far the most effective crowd control tool on Nightmare. Most crowd control spells are EXTREMELY short in duration on Nightmare. As it should be as far as I'm concerned. Just forget about mindblast and crushing prison. Force field was admittedly useful for crowd control purposes before the nerf but now it's just meh.Taunt is the glaring exception to this as it doesn't possess a duration. To use MMO terms, it universally raises hate.WillieStyle wrote...
Sigh!
Taunt cannot stop archers from scattershotting your party.
Taunt cannot stop arcane horros from fireballing your party.
Taunt cannot stop enemy mages from healing healing themselves and others.
I could go on.
No, taunt won't stop anyone from healing or using abilities. What taunt will do is make everyone focus on a single heavily armored target while your party picks them apart. There is no duration and the lenient cooldown combined with the use of threaten will allow any half-decent tank to keep every single monster on him for the whole fight. Effectively this trivializes just about any encounter in the game. To use MMO terms once more, everything becomes a mere spank and tank.
This is so ridiculously wrong it's not even funny.
First of all, on nightmare, a single Force Field lasts long enough for my group to kill every single nonelite in any fight including a single elite and it's minions.
Prior to the nerf, cone of cold's duration was longer than it's cooldown ON NIGHTMARE.
A single mage has so many crowd control abilities that she can cycle through them to keep an entire screenfull of enemies locked down.
Tuant on the other hand, is a pointblank ability with limitted range. It cannot be used to hold both melee and ranged in most encounters.
Taunt does not stop AoE abilities and disables which are the most dangerous parts of all challenging encounters in the game.
Taunt does not have infinite aggro. It cannot overcome hex/entropic death combos for instance.
Taunt is effective at rounding up large groups of melee enemies so that they can be mowed down. But since large group of melee enemies are the easiest encounters in this game, taunt isn't all that great.
When it comes to the most dangerous encounters in game (mages, massed groups of archers spamming scattershot) , taunt pales in comparison to the multitude of crowd control abilities a single mage can wield.
You have some questionable math skills. Cone of Cold prenerf had a duration of 10 seconds with a 10 second CD. On Nightmare it would be even less. A Forcefield on a boss post nerf lasts about 4 seconds.
On nightmare (especially post nerf) the best tactic is to use a buffed tank to Taunt all the mobs and then to pick them off. No worries about agro or CCs running out. With Heal costing just 25 mana base you can easily keep a tank up near forever.
When you talk AoE disables you are basically talking about Blood Wound and chained Scatter Shot. Mana Clash is very good IF it kills the Mage with the burn damage because Blood Wound requires no mana to use so even if you drain them completely they can still cast it. Ironically enough the best solution I have found (if Mana Clash does not 1 shot) is chain Knockdowns.
The best way to deal with chain Scatter Shots is with Magic though (since you can attack out of Line of Sight).
Modifié par themaxzero, 18 décembre 2009 - 08:05 .





Retour en haut






