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View Full Version : Help on intervene


Uumuuanu
12-04-2004, 02:49 AM
<DIV>Ok, so I need to make sure I am using intervene correctly, since I have been alot of people posting to cast it after someone gets aggro.</DIV> <DIV> </DIV> <DIV>Right now,  say I have a standard group makeup, MT (me), Healer, Enchanter, melee dps, 2xcaster dps or casterdps and backup healer.  Before we ever go into combat I throw up intervene on the healer and enchanter, which uses 4 out of 5 of my concentrations.  If either one gets hit, I take some or all of the damage until I get aggro back without having to think about it.  </DIV> <DIV> </DIV> <DIV>Does this seem like I am using it correctly or am I totally missing something.</DIV>

Wasuna
12-04-2004, 03:40 AM
<DIV>You are using it correctly. They have to be close to you for it to work though. And the healer should really be the only one that needs it. If you pulling groups then pull with group taunt and that gives the enchanter a couple of free spells before they draw agro.</DIV>

Belce
12-04-2004, 10:12 AM
<DIV>Pulling with shout</DIV> <DIV> </DIV> <DIV>I don't like this, I prefer to use a bow to pull, back track to my party and then use a shout when all there.  The trouble with shout is it has poor range and there maybe other things in range that could break the encounter for us.  I think it is better to use that short aoe taunt in a clean area to reduce the chance of aoe adds not wanted.  If you pull with a bow, all of the group of mobs has agro on you and will center around you when you stop, the shout aoe with the flaming heads is a good signal for the enchanter to get to work with a clump of mobs in close order already rather than spaced out.   You may even do an aoe attack prior to the shout as well.  But the aoe shout in group range is a very good visual for your enchanter to start to work.  I always think that any aoe attack should only happen in a clean area, it avoids unwanted messes.  I think that based on the short range of shout it maybe possible to use this as a pull and not tag all the mobs within the pull at the start.  Those missed may agro other party members, like the enchanter, when they start to work as they arrive late.  Better to pull one of them, concentrate them, aoe taunt to confirm and then have the group deal with a tightly grouped pull rather than 1 that may spread out.  </DIV> <DIV> </DIV> <DIV>Also when I pull, as much as possible, I like to have my casters on the far side of the mob from me.  That way if any depart during the fight, I can see and respond accordingly rather than having to wait for hit point bars or calls for help.   MT<> MOB<>CASTERS as oppossed to MOB<>MT<>CASTERS  You don't need to turn around to see them, they just don't disappear to puruse if need be, just push forward.   Often in this situation, I can stop them and get them back before they can hit the caster with a tuant.  </DIV> <DIV> </DIV> <DIV>One of the other reasons why I don't pull with shout is because in a group of mobs, I want to make sure I have the attention of what we want to kill first from the get go.  That is why I always use a ranged hard agro attack to insure that as much as possible. </DIV>