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View Full Version : Keeping agro off of the Chanter?


Corges Co
03-18-2005, 02:20 AM
<DIV>My wife and I run a 3 some combo. Guardian, Inquisitor, and a Cocer. Everything for the most part has been great with the Cocer being the late adition. We never run out of power unless he dies. The question I have is this. We just reached level 30 and noticed a change in the way mobs react to us. It started with some owl bears. I attack them and taunt and all 4 are on me, I have tried with hold the line and adding taunts in there here and there, but everythime the first or second mob dies everyone goes straight for the chanter. Now I am aware that the breeze speel causes aggrision towards the caster, but this is CRAZY. It never fails that i have taunted to prevent this from happening and my taunts are down when it happens and my wife is pretty good but thats not the point. The inquistor is casting heal and auto heals on me, but the mod decides the chanter who does not even have to cast the spell is the reason why they are getting mauled.</DIV> <DIV> </DIV> <DIV>We made it to Nek castle for the first time lastnight and pulled a dual. First one went down and guess what happened next. Caster is in red. What do other guardians do? I have one adept 3 taunts, the others are at least app4. I have tried using hold the line and that makes it worse cause I have to cancel the spell and in this case I dont have a half a second, that mob HAS to come off the caster ASAP.</DIV>

Arsen
03-18-2005, 03:22 AM
This is a common bug with some types of monsters (especially owlbears) and tends to happen with groups of 3 or more. Its like the hate list gets wiped clean after one of the monsters in the group dies.Some suggestions:Use an area attack - get at least one real damage hit on those buggers so they know about you and hopefully they won't forget. This seems to significantly lessen the number of times it happens.Save at least one strong area taunt to use after the first monster goes down, just in case. Like pull, aoe taunt, kill first mob, then short term group buff. You may still have to taunt some of the mobs off individually, but it should let you recover your hate faster. You shouldn't need both area taunts before the first monster goes down anyway.They are supposedly looking into this odd behavior. People have reported the monsters switching to afk people in the group, so it has little to do with the enchanter or anything he is doing <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Tankz
03-18-2005, 10:55 AM
<DIV>There is also a breeze hate issue, where in ever y tick of breeze generates hate towards the enchanter. </DIV> <DIV> </DIV> <DIV>It's probably what the above poster said, as that is a known issue. But the enchanter breeze thing catches a lot of tanks, and even enchanters by suprise.</DIV> <DIV> </DIV> <DIV>Tankzem</DIV> <DIV>Lvl 50 Guardian of Imperium</DIV> <DIV>Faydark Server</DIV>

Stra
03-18-2005, 02:23 PM
Run your group HP buff AFTER combat starts, then run all your other group buffs. They generate such massive aggro that you will have your problem fixed. <div></div>

Axhine
03-18-2005, 06:27 PM
<P>I have very little trouble keep the mobs off my group.  Only now and then my brigand will pull it off me if i miss a taunt or 2 but he evades and i have aggro back.  My chanter hardly ever gets hits unless the we get jumped and I have not used my aoe taunt yet.</P> <P>Biggest thing I can recommend is make sure you have your tuants updated to adept 3's and make sure you use them. </P>

Obl
03-18-2005, 11:26 PM
<span><blockquote><hr>Corges Corg wrote:<div></div> <div>My wife and I run a 3 some combo. Guardian, Inquisitor, and a Cocer. Everything for the most part has been great with the Cocer being the late adition. We never run out of power unless he dies. The question I have is this. We just reached level 30 and noticed a change in the way mobs react to us. It started with some owl bears. I attack them and taunt and all 4 are on me, I have tried with hold the line and adding taunts in there here and there, but everythime the first or second mob dies everyone goes straight for the chanter. Now I am aware that the breeze speel causes aggrision towards the caster, but this is CRAZY. It never fails that i have taunted to prevent this from happening and my taunts are down when it happens and my wife is pretty good but thats not the point. The inquistor is casting heal and auto heals on me, but the mod decides the chanter who does not even have to cast the spell is the reason why they are getting mauled.</div> <div> </div> <div>We made it to Nek castle for the first time lastnight and pulled a dual. First one went down and guess what happened next. Caster is in red. What do other guardians do? I have one adept 3 taunts, the others are at least app4. I have tried using hold the line and that makes it worse cause I have to cancel the spell and in this case I dont have a half a second, that mob HAS to come off the caster ASAP.</div><hr></blockquote> I don't use hold the line for standard grouping. I never have. Raid mobs, yes. Some boss mobs as I was leveling up, sure. Maybe a named here or there for that extra safety net. But never as I was grouping to level up on standard mobs. And, when I was your level I used only App2's unless an Adept 1 dropped. I didn't pay for skill upgrades because I was planning on outleveling them, and didn't see the point... Anyway, yes Owlbears are screwy. I've seen them attack a wizard pet... which does absolutely nothing at all, just sits there and licks its paws. Thankfully once you get out of Nek you see this less and less. But that forest is a buggy place. For any grouping with a enchanter, at your level, keep your single taunt, AT taunt, and all of your taunting attacks handy. You should find the 1 skill you have that does damage and drains power, keep that very handy. And then line up all of your dots. Pull with a taunt, not a bow. Get back to the group, which hopefully isn't far away as you should be crawling a zone, not standing around (that's boring). As they're incomming, cast your AE taunt. The enchanter should be able to mez now without getting aggro. Keep using your AE taunt as you fight, and use every single taunts on your main target every time they pop up. Keep them greyed out. Toss on your power drain, and keep your dots up. You will not lose aggro on the mob you're on. And if you keep AE taunt up, the enchanter should be fine too. Now, should the enchanter take aggro, tab to that mob. Then taunt the mob once. Then toss on your protection buffs, with the mob still targeted... like Sentinel, for example (I forget which ones you have at 30). These should help keep the enchanter alive. And if you are using HTL, or even if you aren't, get your casters in the habit if running to YOU when they take aggro. Makes things soooo much easier. And above all, remember that aggro is a team sport. Find out what your enchanter is doing.. maybe he's casting debuffs too early, or casting buffs on incomming... who knows. You can certainly use your buffs as added hate, but honestly I never had to rely on them to help me taunt. I use them now and then for that purpose, but as I have no trouble holding aggro with just taunts (no melee, skills, buffs) even on raid mobs... I don't see the point in making that your staple taunt. Maybe I'm just strange cause I came from playing an SK where Sword and Board were king and spell taunt was all you cared about. But, you don't have to melee to hold aggro. You don't have to buff. You can hold aggro exclusively by keeping your high hate skills grey from use. I use 5 taunts on single mobs, 4 if mez is in use (one does damage), and I keep many attacks + dots greyed from use as well. Only time I buff in combat these days is if something fades, or an HO needs me to. Hopefully that helps.</span><div></div>

Rpgplay
03-19-2005, 12:32 AM
<DIV>Ive noticed this also with group taunts. On some multiple enemy group mobs after group taunting the whole group and killing the first, the others seem to loose agro and go for other people in the group.</DIV> <DIV> </DIV> <DIV>It seems to be a bug in the group taunt spell.</DIV>

Arsen
03-19-2005, 01:43 AM
Using the buffs as hate generators is definitely a situational thing, but it can be very effective.  In the case of this bug, I can pull, cast my aoe taunt and then we kill the first monster - generally pretty fast since this typically happens on large groups of non^ monsters.  By the time the bug kicks in and the monsters scatter, the timer on my aoe taunt is not even close to being back.  I have to get aggro back on 2-4 monsters asap, anything I can use to generate group hate is going to be valuable. Its also helpful for adds, especially if you are also playing the main assist role since you don't even have to switch targets to gain aggro.<div></div>