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Edit: of course, in MP you can get away with a lot because the game isn't really balanced around MP. AFAIK monsters only get a health boost based on player numbers and I don't even think it is a 100% increase per player, while in a decent party each member should be stronger than when soloing even without specializing as a tank/DD/whatever because of shared buffs, debuffs, split aggro, etc.
There is nothing to fix, bosses are resistant to almost everything
I totally agree on that. The war cry sound need an update for sure. It should strike fear into hearts of men. LIke the name 'Taserface'. But seriously. It's the worst sound in game. Looking for an update.
Back to topic. I think most players use war cry only for physical RR.
Path of Exile has taunt-skills that work, Diablo 3 has taunt skills that work. Even Wolcen has taunt skills that work.
But in Grim Dawn, you really shouldn't rely on taunts of any kind, since they might as well not be there. It's sort of a noob trap-ability for taunting purposes. The health reduction is good for sure, but they might as well drop the additional effect.
Also yea, it isn't a warcry at all. But that's just one of many skills that have no good impact for what it does.
Also also, people saying that Grim Dawn isn't an MMO, sure it isn't. But the misleading effect is simply wrong. You can be a sturdy character that takes a lot of damage AND dishes out a lot of damage WITH a taunt to help when you're playing with your friend. That's how it should be, but sadly, it doesn't work.
It's not like it's a build defining ability, either, there isn't a build that makes it mandatory, so the point of "every build being able to handle itself defensively and offensively" doesn't really work in this situation. I get the zero possibility of a pure healing/support class, but this is not in that category at all.
If it didn't have the taunt-part in it, it would be a good skill. I mean I always take it for soldier melee-characters, but it's one of the worst skills because it's definitely misleading and should be removed, since it doesn't really serve a purpose; it works in 1 out of 10 uses and the taunting effect is instantly gone.
I would gladly give up every other effect on it for a usable taunt. Or better yet, add a modifier on it that taunts and works like in every other game in existence. Hell, even the taunt in Divinity: OS 2 works better and is more reliable and that's pretty sad...
not sure how the targeting is set.
for thrash mob it doesn't matter because they just die, so the taunt/ threat effect is not important. yet to get a full set of beastcaller to test the bestial rage taunt.
Simply ask your buddy to let you initiate combat and have them prioritise picking off ranged attackers. If they do pull aggro on a melee boss, they should run to stand on you and use potion. Mirror, Mark, aether cluster .. w/e - so that boss AoE/swipes also trigger ur defences.
I'm assuming your tank is also retaliation - if that alt isn't that might be your solution. You could then ditch aggro in favour of retal as that can generate huge damage.
What you can do to help is to invest into your auxiliary auras to help your friend to survive. Field Command can boost his DA and armor and Presence of Virtue/Haven can increase his HP.
In the meantime work on the damage part (maybe focusing on retaliation damage) of your character because, as you've stated, a pure tank is pretty much useless in this game, and that's by design.