Also on AOL
- Autos
- Technology
- Lifestyle
- Gaming
- Finance
- Entertainment on AOL
- Lifestyle on AOL
- Sports on AOL
- Travel on AOL
- More on AOL
Featured Galleries
Joystiq
© 2013 AOL Inc. All rights Reserved. Privacy Policy | Terms of Use | Trademarks | AOL A-Z HELP | About Our Ads

Reader Comments (Page 1 of 1)
1-15-2008 @ 7:02PM
Furien said...
I'm running with 20/41 with a very similar build. I have 4/5 Vile Poisons (more damage) and 1 in Endurance instead of Nerves of Steel. NoS can have its drawbacks, e.g. Tank gets feared and you don't resulting in a dead you. Might not happen a lot in Raids but more common in Heroics. Really just a personal preference thing.
Reply
1-15-2008 @ 7:15PM
Brian Arnold said...
Actually, they'd said in 2.3 (I think it was) that they changed it such that NPCs won't go for non-feared people but will stick with their threat, and as a tank that got feared while others didn't, I watched this particular boss stay on me. It was very relieving, and makes stuns/fears not quite so deadly.
1-15-2008 @ 10:21PM
Dan said...
Amen to that, I do the same thing in my build. When a mob is close to dropping, if I'm lucky enough to have 5cp and 5 deadly poison charges, a last-second envenom crits easily for 3k or more. That little 1 point in vile poisons adds up, especially on the odd boss that is vulnerable to them for even more sustained damage over time.
1-16-2008 @ 5:07AM
Dan said...
I did a heroic SP the other day, and several times, on different mobs, the mob would fear the group and then chase me (a rogue) instead of the tank. Because I was being feared, I had no choice but to take 4k melee attacks, and of course I didn't last very long. I don't know if it was a bug or by design, but the mobs always followed me instead of the tank regardless of my threat.
1-16-2008 @ 10:07AM
roger3 said...
Yeah, it also makes tanking Summoner in Gruul's lair MUCH harder... ah well, we've never wiped because me and my team-mate couldn't control him. We just have to work at it now.
1-16-2008 @ 1:53PM
Alkahn said...
@11
Intimidating shout effects still work like old fear affects; the tank is "cowering in fear" instead of properly feared, and apparently mobs still de-aggro in this case. More usual fear/horror affects still cause the tank to retain aggro (fear for sure, pretty sure on horror as well).
So on those guys (when tanking) I use however long berserker rage gives me, load up on threat, and then hamstring/kite the mob unless there's a tremor totem or fear ward available. You can out-range intimidating shout and the mob will still try to cast it on you if your'e out of range, preventing your poor rogues from getting turned into goo.
If the tank gets hit by intimidating shout and you have evasion, good time for it :).