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View Full Version : Why don't AoE attacks work on Adds?


LohanGalt
02-24-2005, 06:41 PM
<DIV>Is this by design?  </DIV> <DIV> </DIV> <DIV>I just hate that if my group gets one or two adds, my AoE spells are basically useless on those new mobs.  It just makes sense too.  I should be able to hit affect every mob that has engaged my group.</DIV> <DIV> </DIV> <DIV>I was thinking that maybe this was intentional by the devs for some reason that I can't fathom.</DIV> <DIV> </DIV> <DIV>Any ideas?</DIV>

TunaBoo
02-24-2005, 06:43 PM
2 kinds of aoe. Blue background AREA aoe, and green background ENCOUNTER aoe. All wiz AOEs are green, while fighters have a few of both. Reason why becomes obvious when you have 3 encoutners on the tank, and only want to aoe 1. Tanks can really only taunt 1 encounter at a time, you do NOT want to nuke more then that. Also if all your aoes were blue you would pull adds and npcs and all kinds of crazy stuff.. be happy, green aoes are MUCH more friendly to use.

Ulke
02-24-2005, 06:48 PM
<DIV>i think what he wants, and i wouldnt mind to, is that when an add attacks your party it becomes part of the "encounter" so that both our ae's and a tanks ae taunt will affect it.</DIV> <DIV> </DIV> <DIV>it would be nice, but its not necessary </DIV>

Treve
02-24-2005, 07:20 PM
<DIV>i don't think i'd want this...i like a challenging fight and add's are a part of that...plus that you can't really have a strategy if the mobs are different</DIV>

sglant
02-24-2005, 08:42 PM
<DIV>Our AoEs are group based, means they are limited to the current group you are fighting.</DIV> <DIV>Having a point black AoE would most likely give you aggro you will not be able to handle.</DIV> <DIV> </DIV>

tyessak
02-24-2005, 11:08 PM
<DIV>bah as a warlock i would love the chance too effectivly use my mana and get the most outta it.. plus any good player can get outta aggro or good tank could regain the aggro.......which gives me a thought why isnt shadowstep or yonder in this game</DIV><p>Message Edited by tyessak47 on <span class=date_text>02-24-2005</span> <span class=time_text>07:08 PM</span>

LohanGalt
02-25-2005, 02:11 AM
<BR> <BLOCKQUOTE> <HR> tyessak47 wrote:<BR> <DIV>bah as a warlock i would love the chance too effectivly use my mana and get the most outta it.. plus any good player can get outta aggro or good tank could regain the aggro.......which gives me a thought why isnt shadowstep or yonder in this game</DIV> <P>Message Edited by tyessak47 on <SPAN class=date_text>02-24-2005</SPAN> <SPAN class=time_text>07:08 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR> <P>exactly.  Each player and group should be have to manage aggro without the game providing assistance.  </P> <P>My thought is that if an add joins the fight, he should be immediately vulnerable to one of my AoE attacks (say Chilling Wind), even if I'm still targeting the original mob or group of mobs.  </P> <P>I understand that there are AoE's that are designed to affect all mobs in the area and then AoE's that are designed to affect only mobs in the encounter.  It's my opinion that additional mobs who attack my group should be susceptible to the latter form of AoE.  </P> <P>I also understand that adds should be a challenge, but logically speaking, think of it this way....</P> <P>My group is fighting 5 orcs.  After we are engaged, a 6th orc joins the fray and is standing in the middle of everyone, hacking away on the Tank.  I call down Icy Bolts from the sky and they magically hit every orc but that 6th one.  Why should he get a free ride?</P> <P>As I write this, I realize that this is a side effect of locked encounters, but it also gets to the double standard in locked encounters.  Yes, they are "locked", unless another mob wants to join.  Well, if we're giving mobs the ability to enter locked encounters, then they should be subject to the same dangers from us players that all of the original encounter mobs have to face.</P> <P>Message Edited by LohanGalten on <SPAN class=date_text>02-24-2005</SPAN> <SPAN class=time_text>05:03 PM</SPAN></P><p>Message Edited by LohanGalten on <span class=date_text>02-24-2005</span> <span class=time_text>05:04 PM</span>

AngelR
02-25-2005, 10:41 PM
<DIV>"plus any good player can get outta aggro or <STRONG>good tank could regain the aggro"</STRONG></DIV> <DIV><STRONG></STRONG> </DIV> <DIV>Tanks are just not given the proper tools to handle multi-encounter battles reliably.  A really good tank may be able to keep up if no one is doing anything to distract the mobs (requires a lot of manual target switching and a VERY balanced use of encounter AE taunts), but if you add in a wizard full AE-ing... in my opinion it would result in a dead wizard.</DIV> <DIV> </DIV> <DIV>Then there is the matter that regaining aggro in EQ2 once you've lost it is ridiculously difficult.  It has been discusses ad nauseum on the tank boards.</DIV> <DIV> </DIV> <DIV>And as for getting out of aggro... I play a gnome wizard so I have that babble thing that reduces aggro, I think... haven't really used it.  But how would exactly a wizard go about this?  I don't recall seeing feign death anywhere in the spell list... <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  I don't ask to be a smartarse... I would really like to know if there are actual strategies for ditching aggro, other than just moderating your output so you don't get it in the first place.</DIV> <DIV> </DIV>

MiniMe102
02-26-2005, 01:24 AM
<DIV>to ditch aggro, i like to use freeze ( i have the training version of freeze, adept 2 quality) and blazing intimidation to freeze a mob thats on me untill the tank can regain aggro, usually the freeze timer is long enough for them to regain. if its not, ill hit them with frozen manicles or tether. if neither of those work, and he still cant get to the mob, ill use my ghetto mez as a last ditch effort. if all of those fail and he's still on me, im usually dead by now lol if its a tough one atleast.</DIV>