Tanking with Flat Mitigation vs Percentage Mitigation and Enemy Critical Hits
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Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
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1. tank pulls.
2. tank does aoe taunt.
3. nobs get rooted
4. tank runs out of aggro radius
5. mobs stand there passively and die to dps
Then thank god tanks aren't given even more mitigation. Otherwise #3 and #4 wouldn't even be necessary. I'm guessing unarmed doesn't have the "super taunt" which is why it's being asked to be given to shield? Also, staff also has percentage mitigation. So that's an option besides unarmed. It seems only the main weapon attack skills have it and not so much the "support" skills. Maybe it's balance issues where he doesn't want that kind of damage mitigation for any character. I mean if you add that much more mitigation, then you'd have to up the damage of mobs even more and then other classes would just drop like flies.