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God_of_Avalon
12-05-2004, 03:07 PM
<DIV>Too many threads on this subject.</DIV><p>Message Edited by God_of_Avalon on <span class=date_text>12-06-2004</span> <span class=time_text>09:33 PM</span>

GenesisForgot
12-05-2004, 03:42 PM
agreed..

Crus
12-05-2004, 03:55 PM
<DIV>All I have noticed is that I do take dmg when using them on someone that has aggro from a mob. The person guarded however seems to take most of the dmg still. Never tried on anything lower than yellow cons since I never loose aggro on them hehe(not including zerkers, since I haven't grouped much with them). If it works like other things in the game you are probably right though, everything seem most effective to green/blue mobs.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>

Obl
12-05-2004, 07:56 PM
If you are standing between the person and the mob, it does work ok. Not great, but ok. I've intercepted half of a barrage and saved the life of the group enchanter. It can help, but it's not something to be counted on. I usually keep something up on the enchanter if we have one, a weak healer if not the ench. Sometimes it helps, most times it doesn't.

Ellind
12-05-2004, 07:59 PM
<DIV>I would just like to answer... ZERO.  As I say in my thread on a simple solution, make vanguard a weight class in armor that only guardians can wear,  or make a new armor just for guardians.  Something has GOT to be done to give us a defining characteristic.</DIV>

TacticalMarm
12-05-2004, 08:01 PM
I don't use guard spells. I just use shout and taunt to hold the agro, and it works quite well.

EQ2Shil
12-05-2004, 08:59 PM
<DIV>Dont think they have saved anyone yet. I find it more effective to just lay into the mob with taunts and attacks than to waste time on the 'guard' abilities. In fact I think the guard abilities have caused more deaths than they have saved. I have died a few times as a result of using Intervene, and most of those deaths also resulted in at least one other group death. The non-concentration based abilities are just too time consuming to cast and too ineffective on the majority of mobs my group fights. 99% of mobs stay on me anyway, so there is no point in placing a guard ability on someone up front as it just ends in a waste of power (thus more downtime) the majority of the time.</DIV>

Br0
12-05-2004, 09:40 PM
<DIV>I use my guard skills every time I play, and they work well.  Do they absorb 100% of the damage, no.  Do they take some damage, yes.  Does it make a life/death difference to the party under protection, YES. </DIV> <DIV> </DIV> <DIV>The fact is, ANY damage you absorb for that other group member is damage they are not taking... i'll take that over nothing at all.  The odds are, my groupmates will to.</DIV> <DIV> </DIV> <DIV>Sulaco, Guardian of Unrest.</DIV>

LumpyD
12-05-2004, 11:20 PM
<DIV><FONT color=#ffff66><FONT face=Wingdings size=5>""""F</FONT><FONT size=2>Proving that you don't need a brain to smash things</FONT><FONT face=Wingdings size=5>E""""</FONT></FONT></DIV> <DIV><FONT face=Wingdings color=#ffff66 size=5></FONT> </DIV> <DIV><FONT color=#ffffff size=3>Wow, you've proved you can post without a brain also, nice!</FONT></DIV>

Ellind
12-05-2004, 11:38 PM
<DIV>Lumpy, exactly HOW is posting that a guardian needs fixed posting without a brain?  I think it's evident which one of us is posting without one, and it's not me.  </DIV>

GenesisForgot
12-06-2004, 03:45 AM
When a monster can take down a light armored teamate in a few hits and you block 10% of them, you aren't saving anybody. These abilities SUCK. I don't ever use them. If things get ugly the person needs to detaunt and I need to taunt/ hope rescue works, or stun the mob or something. Guarding does didly.

Eal
12-06-2004, 02:49 PM
<DIV>Again I see more ignorance of the class. What people fail to realize is casting intervene or any guard spell DRAWS agro also. Not only this but you need to stand close to the one being hit for it to work. It works just like a taunt and then you can start taunting.</DIV> <DIV> </DIV> <DIV>So it should look something like this.... </DIV> <DIV> </DIV> <DIV>1. group member gets attacked use SLAM on mob.</DIV> <DIV>2. Hit F# depending on the players group #.</DIV> <DIV>3. Cast intervene or any guard spell you prefer and move close to him.</DIV> <DIV>4. Hit BULL RUSH then start taunting preferably rescue if you have it up.</DIV> <DIV> </DIV> <DIV>You can change Slam or Bull Rush for anything that stuns them....but these I know incapacitates them long enough for me to cast intervene or rescue.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>But GOLLY why can't it be just one button WAH WAH WAH. I really wonder how many of you actually took the time to learn your class.</DIV> <DIV> </DIV> <DIV>BTW because I dont think its sinking in yet...use BATTLE CRY during the fight...it draws a lot of agro. oooooooooooh really?? yeah.</DIV>

Xter
12-07-2004, 12:29 AM
<DIV>First off, you shouldn't need to use your Guard skills if your MT.  Its easy to keep agro.   However if you do for some reason lose agro, spend at least the first round trying to get it back.  As pointed out, a quick stun should be first in line, it gives your healers a chance to see they need to change targets, and it gives you time to get some taunts off.  If after a round of taunts (3 or 4) I still dont have agro, THEN I'll  Sent if I dont have interveine up, and Allay, then back to another round of taunts. </DIV> <DIV> </DIV> <DIV>Guard skills are not going to grab 100% of the blows, but they usualy grab enough to give your healers time to get some life back into whoevers taking hits.  Expect these skills to block more as you upgrade them and your block/parry get better. </DIV>

EQ2Shil
12-07-2004, 07:43 AM
<DIV>Ealix, whats the point in going through that lengthy process when dropping in taunts, Slam and Bull Rush will get agro back quicker and therefore more safely?</DIV> <DIV> </DIV> <DIV>The guard abilities are only really useful if you know someone is going to get agro before they do. But if you know someone will be getting agro you can take other simpler action to ensure they dont, like dropping in an extra couple of taunts, dropping in an extra rebuff early in the fight or simply asking them to hold back for a couple of seconds longer.</DIV> <DIV> </DIV> <DIV>The vast majority of the time you dont need the 'guard' abilities and the times when they could be useful there are better alternatives. I actually find Anger, Taunting Blow, Bulls Rush, Taunting Challenge, Slam, Anger, Taunting Blow a much more effective sequence, I will normally have agro back after the Taunting Challenge lands and the couple of extra taunts stop the agro leaving me again.</DIV>

Eal
12-25-2004, 10:21 PM
<DIV>To answer your question. </DIV> <DIV> </DIV> <DIV>Intervene or any guard like skill draws agro and lots of it plus it diminishes damage recieved by the targeted player. The Slam line skill does the most amount of damage in my inventory. I can easily do over 200 pts of  knock-down damage with it drawing more agro and also allowing me time to cast the guard line skill I need. Also, I need to update my post by adding:</DIV> <DIV> </DIV> <DIV> You dont need to target the player with F# because casting the guard line skill on the mob that is attacking the player will automatically land on that player. Hopefully, this clears things up.</DIV> <DIV> </DIV> <DIV>Tower</DIV> <DIV>38th lvl Guardian</DIV> <DIV>Najena</DIV>