Aggro/Threat - a bit about it.

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Expand view Topic review: Aggro/Threat - a bit about it.

Re: Aggro/Threat - a bit about it.

by Stu » Fri Oct 21, 2011 11:47 am

I think I haz Some minstrel things for j00 will check mah safe!

Re: Aggro/Threat - a bit about it.

by flycatchr » Fri Oct 21, 2011 11:25 am

let me know - anytime :)

Re: Aggro/Threat - a bit about it.

by s3xy_j0nny » Fri Oct 21, 2011 10:42 am

Mega is back in a week or so - then we need to go stomp a mudhole in Carn Dum and Urugarth. Let's all work together as a team to get me my Minstrel goodies.

Re: Aggro/Threat - a bit about it.

by Stu » Fri Oct 21, 2011 10:32 am

good to read and brush up... makes me want to hit up a fellowship!

Re: Aggro/Threat - a bit about it.

by Megageth » Fri Oct 21, 2011 10:32 am

Good read.

Re: Aggro/Threat - a bit about it.

by s3xy_j0nny » Fri Oct 21, 2011 9:30 am

Re: Aggro/Threat - a bit about it.

by Thor_23 » Fri Aug 12, 2011 10:10 am

and my captain is almost lvl 50 WOOT!

Re: Aggro/Threat - a bit about it.

by NiteShade » Fri Aug 12, 2011 9:58 am

My biggest problem at this point is that I'm not high enough level to realistically running around with you +50 lvl okes. Firstly, it takes only 1 or 2 hits from these 'purple monsters' to kill me so thats almost instant. The other monsters take a couple more hits to kill me, but its really not enough time to try and call for help or make a proper plan. Secondly, my heal skills are just not powerful enough yet to keep the group healed properly. The amount of damage these higher level monsters dish out at one time is a lot more than I can heal at one time.

So, I just need to get grinding on quests. At least I made lvl 36 last night.

Re: Aggro/Threat - a bit about it.

by Megageth » Fri Aug 12, 2011 1:47 am

What might help healer/hunter classes is this:
When you are being targeted at the back, do a lap towards the tank/s and on the way ask them to pull. It will take 2-3 secs to mentally acknowledge your request then fire up a taunt so if u are on ur way, it should work out. I have one range taunt that can pull from up to 10m (takes 30s to recharge) and the rest will require me to engage in melee combat so get close and ask for help. I normally face away from the group and try to have the biggest dude directly in front of me so I often dont see what happens at the back.

Stu you are welcome to pull adds but pls avoid those we are directly engaged with. It means we must reaquire another target and will lose fervour/reactionary skills that we are building up.

One more note that I think relevant is that whilst I have health/morale, it is not helpful for anyone to pull the main target off me. Most of my skills are reactionary, I need to block or parry an attack to retaliate and that includes both of my fellowship maneuver triggers. I try to engage the biggest threat and its helpful to me when I get some 'private time' with him/her/it. By all means, pull the mob, it will help me stay up longer.

Re: Aggro/Threat - a bit about it.

by J_Th4ng » Thu Aug 11, 2011 3:50 pm

Stu wrote:I've gotten better at lowering my aggro! Drag, Shady and will have to concentrate on this too!


I learned a fair amount during the Fornost Raid on Sunday. The biggest issue that I have as a healer is that really useful pet rock of mine. Once I drop it, it hangs around for a while, pumping out Morale to all and sundry. If we start fighting new mobs while in range of the runestone, my threat level immediately shoots up, and mobs decide to pop over and have me for a snack.

Now normally, I'm pretty well able to defend myself, Runecasters are able to pump out some pretty significant damage, after all. The problem here though is in how the Runecaster class works:

Basically, before any battle, I need to choose whether I'm going to go offensive (DPS) or defensive (Healer). Each spell that I cast from one of those tiers attunes my character in that direction, meaning that I can't effectively do the other until the battle ends. Thus, if I've cast a couple of heals during a battle, I'm pretty much unable to defend myself. Likewise, if I've starting calling down lightning bolts on the enemy, I'm incapable of casting heals.

So, if I do pull a mob while attuned to healing, I'm pretty much defenseless. All I can do is cast healing spells on myself until such time as someone else pulls the mob off me.

What I was doing on Sunday was waiting for a good few seconds after the battle began before I started casting any spells. This in order to give our tank time to generate threat before I start generating threat of my own. This worked most of the time, but there were occasions when mobs would target me right from the start before I'd started throwing any heals around. I think that Sheri had similar problems.

Also, remember that Sher and I are some considerable number of levels behind everyone else. This means that we don't have the morale reserves of everyone else, and go down very quickly when targeted (Sheri in particular at the moment).

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