Celtic Heroes

The Official Forum for Celtic Heroes, the 3D MMORPG for iOS and Android Devices

Shield Bash and Taunt

#1
Anyone have a Shield Bash and Taunt Guide? How many points are needed for successful Bash and Taunt for bosses for each lvl 120,130,140,150? I am 150 Warrior and it would be helpful to use those points wisely so I can max out other areas.

Thanks











Edited to add Taunt...Thanks

Re: Shield Bash and Taunt

#2
Highest level mob currently is level 150. Shield Bash of 29 is enough.

You can get by with 20 Taunt, but it's easier to regain aggro if you have higher skill.
Image


There are two types of people in this world: Those who crave closure

A business is more profitable if they don't gouge and piss off customers.

Re: Shield Bash and Taunt

#3
Shield bash effects mobs up to 155 at 30/30 currently. each point allows the user to target a mob by 5 levels, starting at level 10 (including the minimum 1 point).

1 point: Level 10
2 point: Level 15
3 point: Level 20
4 point: Level 25
5 point: Level 30
6 point: Level 35
7 point: Level 40
8 point: Level 45
9 point: Level 50
10 point: Level 55
11 point: Level 60
12 point: Level 65
13 point: Level 70
14 point: Level 75
15 point: Level 80
16 point: Level 85
17 point: Level 90
18 point: Level 95
19 point: Level 100
20 point: Level 105
21 point: Level 110
22 point: Level 115
23 point: Level 120
24 point: Level 125
25 point: Level 130
26 point: Level 135
27 point: Level 140
28 point: Level 145
29 point: Level 150
30 point: Level 155

Taunt is fine at 20ish but requires you to cast it more frequently than you would if you were to have it maxed at 30/30.
SirBlaze333 - 220+ Warrior
(Returning Player)

Re: Shield Bash and Taunt

#4
For me, Taunt, Warcry and Bash are my only attacks in boss fights, dragons etc. I never throw another attack unless my Sweep will actually meaningfully effect ads. For tanking, from my point of view, the most important thing is to create a single damage sink and survive having created that. This is incredibly important in this game because of the way targeting and cast times work. Once the Druid has to really start switching around it is likely that people will die in the cast time, which then often puts the heal on cool down, causing more people to die. So I have Prtotective and Enduring both maxed and ringed for boss fights. I switch out to offensive jewelry and dual wield for leveling of course, unless I have a strong dps leveling group.

I am planning on starting a thread on Enduring, since it seems worth it for physical mitigation, but I simply cannot tell. I would also like to know what sort of resists and ability levels people are running since this is a key part of a defensive build. My own Fort and Ward are over 1k at level 123 I think, but not quite maxed. Some of the others are pushing 700. I don't remember, but it seems to me that Reflex is currently the lowest. Where do you suggest training Reflex? In my current gear all my resists are between 600-700 unbuffed.

I have 20 Taunt and 18 Warcry. I also have rings for these, but do not use them since I am continuously casting Taunt and Cry in rotation. I dont seem to lose aggro, even with multiple much higher level dps in the group... Unless i die of course, which is a different sort of problem. In terms of effect this is much more important than the damage I will do over the course of the fight compared to the dps. What I want is to create a condition where dps can go full out without risk. So far, the only real trouble I have is user error... If I drift and don't cast for some reason I might lose aggro to dps, or frustratingly if there is another warrior also taunting for some unknown reason. (this happens occasionally when I am tired and dual boxing, running both the aggro and a full buff/heal rotation.) I have found that for single group fights working out the heal/dps mix is critical. On Ythair 2 Druids and one tank seems to do it. It is nice to have another bash capable warrior, but everyone else can be full dps. Many OW bosses one Druid is sufficient. At 123 Grommak and Pyrus require more, meaning a longer fight. I like one Druid running a physical mitigation rotation and another running Wards between heals. The physcical Druid will often have time to put Abundance, Bark and Emrbrace on rogues in fights where that matters. That Druid can also jump to ad related damage should that occur, including keeping the other Druid alive when necessary... And they keep the tank alive while that is happening.

My build is purely defensive, with just enough offense to level. If I knew I could always have a leveling group I would go pure defense. I can't tell about Enduring, but high dex defeinitely makes a difference on physical mitigation, unless the boss is just too many levels higher than the tank. I just nerfed my offense a bit respeccing to 30/30, and it still mostly works for leveling. Works great for group leveling, which is the way to go, IMO.

Before 30/30 I always equipped a Bash ring that allowed me to bash almost anything in the game. I have Bash maxed, even though it is not necessary. I don't know, but I think that it is possible that the number of skill points is one part of the equation that effects something hitting or not. Bash and Protectice are my most important survival skills, Taunt and Warcry constitute offense.

If we could numerically track aggro, it might be useful to have a second tank also taunting. As it is this can just lead to chaos. However, if the main tank is running a constant rotation of Taunt and Cry, then Bashing (which also pulls a lot of aggro) from a secondary tank is really invaluable in tough boss fights.

This can even be done by switching out to shield when it is up, or needed and then switching back to dual for anyone not tanking. I do this when i am not tanking, since i think the Bash is much more useful than my damage. A lower Bash and Bash ring might be useful for this if you are saving points for offense.

One more thing about Bash I seem to have noticed. It needs to be timed. There are times in the bosses skill/attack rotation on almost all bosses where it will simply always be evaded. It can interrupt heals, but is not great for interrupting many attacks. As far as I can tell, for instance, you cannot interrupt dragon breath. Sometimes you can stun the dragon mid breath, but it still casts, even while not moving and is usually evaded altogether. However, the timing of dragon breath and Bash are the same. What this means is that shortly after dragon breath, when he comes down on all fours, you can throw Bash to let healers catch up if needed. Your Bash will always be up following the dragon breath in that rotation. This can get out of sync with Bashes from other warriors, but in your favor, if you then save your Bash. Quake is similar. Even if you cast the moment you see the mob casting, they will get Quake off before your Bash lands. That said, the moment they start casting is when to throw the Bash. With Quake in particular this is really crucial since the healers suddenly have distributed damage to deal with if dps is Warriors or Rogues. There may even be rogues rezzing or running back. My experiences with Pyrus have been so chaotic that I don't yet understand the pattern there. Observations would be welcome. I have observed Aggy, and except for the wall climbing thing, he acts like a dragon, just bigger and meaner. His ads are the main variable and apparently that can be dealt with (though just maintaining and surviving aggro for an hour or so in that role might be a bit tedious... And if you die, things will go badly for everyone)

I forget, but I think the cool down on Bash, is what 20 seconds? Bash itself is 5 seconds. One thing I have not seen done yet is to use four to five tanks to create a stun lock on the boss. Might have the numbers wrong, but even three Bashes would put the boss in stun a lot, possibly greatly reducing the big skill attacks. This would be hard and require a set rotation and coordination, particularly since Bash gets evaded sometimes, but with a set of 'high' level warriors it would be interesting to try on something like Pyrus, maybe even Aggy. Might be interesting with a max Freeze Mage who was mostly maintaining Lures and rotating Freeze with Bash and big Ice blasts.

As a side note, I have tested the Greater Earthstone bp a fair amount. For my build I do not gain anything. I run low strength. This means I am getting high return for the points invested. I lose enough str from the bp that dmg is roughly the same either way and it is inferior armor. I have not yet tested the greaves or helm. The combo of the whole set ight work out. Dunno. Dont have a full set. The boots are nice because of the hp and resistance and I might wear them tanking. I think for rangers in particular the bp is amazing. I imagine that for dps Warriors who have a lot of points in strength that it would increase dmg. It seems to be nice for rogues, but again the str thing.

One last thing. I have not dueled or PvPd a lot in this game. Doesn't really seem one of the better parts of the game. In the limited amount I have done Bash is a huge advantage.
Image

Re: Shield Bash and Taunt

#5
Dang cali another long post :/ lol. For me, bash at 29 is super fine since it effects 150 mobs which is also highest level, since admin upgraded effect of taunt and warcry, it is easy to use them with around 10-12 points. I tried putting in more, it is helpfull but the minimal requirment that is easily effective is 10 points in each. this way u have plenty of points to spend on other skills. This is easily working for me so far even with the best dps in my group. i never loose agro and can also put points in pummel etc to do dmg while being tank.
World: Crom
IGN: Sandlander (193+ ranger)
Clan Seed

Who is online

Users browsing this forum: No registered users and 5 guests