PDA

View Full Version : Ward component of Runic Talisman line of buffs needs to go


Kana
09-14-2005, 06:51 AM
<DIV>I really hope I'm missing something here, but...</DIV> <DIV> </DIV> <DIV>Any adds that attack a group member are immediately running to me if I have Runic Talisman up.  Multi-mob encounters are also a problem if the tank doesn't lead with a group taunt.</DIV> <DIV> </DIV> <DIV>I understand that hate is now being "properly" assigned to me, which is fine, but this buff is acting like a permanent pre-ward on everyone.  Even if I did want to have a pre-ward up, only 65 hps at level 48 (Adept 1)?  Umm.....what good does that do exactly?  Besides assign me hate?</DIV> <DIV> </DIV> <DIV>Since this is a "concentration buff", I have to assume it's intended to be kept up in most situations.  I'd understand the concept more if it was a short duration buff like Prophetic Shield, cast it as the fight begins, etc.  However, as it sits, I become too much of a liability if I have it up.  Is anyone else having similar experiences?</DIV>

Thatdumbg
09-14-2005, 07:08 AM
I havent noticed this problem yet, level 50 mystic, RT at adept 3, and the following group: Me Paladin Warlock Conjuror Dirge Templar Note that we have alot of masters/adept 3's so it may be that. I did NOT take the runic talisman upgrade. <div></div>

Finora
09-14-2005, 07:29 AM
Odd, I didn't have that problem in beta. Have yet to get a chance to see what it actually functions like on live. <p>Message Edited by Calendri on <span class=date_text>09-13-2005</span> <span class=time_text>11:30 PM</span>

Geilt
09-14-2005, 08:25 AM
<div></div><span>This spell has both its positives and negativesPositive:it's a regening ward that wards the whole group for 50 - 70 something hp, a normal attack from a solo ish mob around lvl 45 - 50 now with CC.It can help when running from mobs, since they attack you less the mob hits ward, ward regens mob hits u again and u just keep going. Not to mention stun protection.Negative:Instant Aggro is gained when a player aggros a mob without attacking or taunting it in any way. The mob will run directly to the mystic and hit him or her.Building up aggro as it wards over the term of a fight. (But the warded damage can help in the long run fight of 600 sec fight (10 min) = 10000 regened ward hp?That’s crazy!)Not totally sure if its every 3 seconds, but even at every 6 seconds, thats 5000 hp. For free!!!In reality though, this is a permanent heal on the entire group. What more could you ask for? Sure aggro is harder to manage, but not that hard. I was grouping just today and as long as someone hit the mob once it didnt go after me. I proceeded to ward debuff nuke as normal and really had no problems managing aggro.I so love the mystic changes.P.S. Devs, please fix the badger pet its broker and does not cast any spells at all</span><div></div>

Banditman
09-14-2005, 05:36 PM
You definitely have to make sure your tank is leading with a damage and taunt.  Proximity aggro is fine, but that taunt needs to come immediately. The regen'ing little Ward is awful nice when mobs start throwing AE's around.

Finora
09-15-2005, 10:21 AM
Did some grouping tonight and didn't have any issues with the buff giving me extra agro. But I have a tank I've grouped with for 47 levels so that helps I'm sure. If I tried with someone else I might have more trouble.

Kyin
09-15-2005, 03:55 PM
<P>The ward itself does not need to go, but the agro assigned via the mini ward does.  This spell would be perfect if its little ward did not assign agro or even better assigned it to the person the mob hit like wards used to do.  I am just saying for this buff and this buff only.  Ward agro is fine and needed but for a buff where every little add that a group member decided to pick up suddenly makes a Bline for the mystic can cause alot of grieffing to a mystic if they want to.  Don't like your mystic?  Run around grab a few mobs on you with prox pull they will B-line for the Mystic and then sit back and watch him try to heal himself, or if he was afk watch him die.  </P> <P>I love the ward part I think its the best part.  I just want to see the agro part taken out.  For instance tried taking on some X2 stuff yesterday to see how it fanned out.  Decided a mystic isnt the best healer when facing X2 stuff because of agro.  Had to drop Runic Talisman Master 1 because of it.  Tank pulls mobs mobs hit tank, mobs move to mystic hit mystic.  Mystic dead.  And that was with the tank pulling with damage and aoe Taunts.  Now dont get me wrong the tank was great.  We had no problems on heroics and down.  But it was ever so bothersom explaining why every add was tring to kill me.</P> <P> </P> <P>Gustave</P>

Volka
09-15-2005, 04:44 PM
I did some (rough) testing out in Antonica tonight with this thing, against groups of level 17 heroic ^ Warlocks/Battlers/Rune Casters (groups of 5) with me and my Monk partner (both level 20). If I left Spirit of the Badger on, I would usually get aggro at some point during the duration of my first Spectral Ward (which is at Master II from my first training). He had plenty of time for aggro as I wouldn't hit Spectral until after both the Rune and the Warlock were both dead. When this thing was off before the battle started, however, I did not gain aggro during any of the battles. One battle I decided to chain ward him and put Spectral Ward up three times; the fight ended during the duration of the third ward and I hadn't gained aggro once. This thing is definitely causing aggro, and enough of it that I'm not going to keep it active for the time being. <div></div>

Banditman
09-15-2005, 04:47 PM
Smart money is on a Mystic who pops Accordant Spirits as the mobs arrive at tank.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Yea, it is a little more noticeable on named mobs, but a quick shot of Accordant Spirits will allow the tank AMPLE opportunity to secure aggro. The vast majority of the time this Ward isn't a problem.  Yes, it can cause funkiness, but in light of some of the other problems we have, I'd feel a lot better if this were a lower priority.

Jeridor
09-15-2005, 04:49 PM
I have noticed this also. /bugged. <div></div>

Volka
09-15-2005, 05:06 PM
<span><blockquote><hr>Banditman wrote:Smart money is on a Mystic who pops Accordant Spirits as the mobs arrive at tank.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Yea, it is a little more noticeable on named mobs, but a quick shot of Accordant Spirits will allow the tank AMPLE opportunity to secure aggro. The vast majority of the time this Ward isn't a problem.  Yes, it can cause funkiness, but in light of some of the other problems we have, I'd feel a lot better if this were a lower priority. <hr></blockquote>Thing is, I'm not going to see the first spell in that line for another six levels. Until then, I get to duo with an avoidance tank that can and will need intense spot healing on occasion. As such I really can't afford to run this buff when we're duoing unless Phantasm is up (which is on a 5m timer), because if that spike comes near the start of a battle, I will get aggro every time. I think at the lower end, when tanks still have fairly poor AoE taunting/threat capabilities, it's a larger problem. It's really the only qualm I have right now with the update. If they chopped the aggro from the ward component off this line, I'd be whistling dixie. </span><div></div>

Banditman
09-15-2005, 05:28 PM
Accordant Spirits is on the same timer, 5 minutes. I haven't found a need for it more than that.  Honestly, I can't remember using it more than twice in 30 minutes.