View Full Version : Anarchy...and why I can't seem to use it.
Cozumel
03-03-2005, 02:26 AM
Anarchy, adept-I, for me does between 350-560dmg, sounds great right?Well, I'm lvl 40, and have been hunting in CT. No matter WHEN I fire this spell, I get INSTANT agro. Great if I'm the main-tank, but generally I'm not (at least not at lvl 40 in CT).Even when the mob is at 10% health, and I fire it, the mob turns and attack me... making me take some (sometimes painfully) nasty hits.Anyone else have some recommendations on effectivly using this spell? Popping it on the zerker Clays in CT will still turn them (near death) to pop me 2-4x before they drop, leaving me at 60% health, and an irritated MT.
<DIV>i have the adept 3 of this spell. heres the thing with this spell, it you want to get aggro, whether it be to hold while your tanking, or to peel it off a cleric this is the ultimate spell to do it with. </DIV> <DIV> </DIV> <DIV>now, for the 2ndary role, which it sounds like your doing, you have to be careful. This is the role i'm in about 95% of the time, so i have fine tuned what i can and can't cast at certain times. fortunately for me, I group with the same people every single day, so i've adapted to one guardian. i believe the problem is lying in the MT's you're grouping with, and i say that because with the adept 3 of this, and me casting it every single fight, i rarely peel aggro off my guardian friend. now i do believe he's adept 3 in some of his main taunts, so that may explain it, but again, if the guards are using the right taunt combo's you wont aggro off them. </DIV> <DIV> </DIV> <DIV>that said, not even casting anarchy i do pull aggro towards the end of SOME fights, right when the mob hits 10% or less health left or so, but the mob is usually dead in another few seconds, so its nothing we worry about. if its a boss and that occurs i'll swing the mob back over to the guard and stop attacking for a second and they're almost instantly back on him.</DIV> <DIV> </DIV> <DIV>one question i do have for you...are you using Violent Promise at all while you are the secondary? </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Zizar Razorscales</DIV> <DIV>Iksar Berserker</DIV> <DIV>Dark Horizon, Guk</DIV> <DIV> </DIV> <DIV> </DIV>
Thinm
03-03-2005, 05:43 PM
<DIV>I generally am in support role as well. I grab the adds. Anarchy is a sure way to lock them on me, and the guardian on the main mob loves it too for the added AC and proc.</DIV> <DIV> </DIV> <DIV>Other scenario is if the guardian loses agro to the healer...pop Anarchy and its all yours.</DIV> <DIV> </DIV> <DIV>I have grouped with some guardians who hold agro better and in those cases I can use Anarchy a lot more.</DIV> <DIV> </DIV> <DIV>It's situational. (I have adept 1 btw)</DIV> <DIV> </DIV> <DIV> </DIV>
Spaceweed
03-03-2005, 07:13 PM
<BR> <BLOCKQUOTE> <HR> Cozumel wrote:<BR>Anarchy, adept-I, for me does between 350-560dmg, sounds great right?<BR><BR>Well, I'm lvl 40, and have been hunting in CT. No matter WHEN I fire this spell, I get INSTANT agro. Great if I'm the main-tank, but generally I'm not (at least not at lvl 40 in CT).<BR><BR>Even when the mob is at 10% health, and I fire it, the mob turns and attack me... making me take some (sometimes painfully) nasty hits.<BR><BR>Anyone else have some recommendations on effectivly using this spell? Popping it on the zerker Clays in CT will still turn them (near death) to pop me 2-4x before they drop, leaving me at 60% health, and an irritated MT.<BR> <HR> </BLOCKQUOTE><BR> <P>If you are not the MT, have a separate hot bar is my advice. This hot bar should not contain any of your 'hate' arts - you can tell which ones these are by right-clicking and 'examining' them.</P> <P>Make sure wherever possible, that all ur buffs are hit before the pull, and especially not 'during' it. Make sure you still have your 'haters' handy, incase off-tanking is needed. The secret is to know which arts to use in which situation, and have them laid out accordingly, so you know where they are.</P> <P>Practice makes perfect, so trial them and see which ones will cause problems while the Guardian is tanking - you can do this as a duo, or with a healer/Guard on tougher mobs.</P> <P>If you do pull aggro when you don't want it, 'Hunker Down' is still an option, and so is coming out of combat mode until the MT recovers the aggro.</P>
Kaberu
03-04-2005, 01:23 PM
<BR> <BLOCKQUOTE> <HR> Cozumel wrote:<BR>Anarchy, adept-I, for me does between 350-560dmg, sounds great right?<BR><BR>Well, I'm lvl 40, and have been hunting in CT. No matter WHEN I fire this spell, I get INSTANT agro. Great if I'm the main-tank, but generally I'm not (at least not at lvl 40 in CT).<BR><BR>Even when the mob is at 10% health, and I fire it, the mob turns and attack me... making me take some (sometimes painfully) nasty hits.<BR><BR>Anyone else have some recommendations on effectivly using this spell? Popping it on the zerker Clays in CT will still turn them (near death) to pop me 2-4x before they drop, leaving me at 60% health, and an irritated MT.<BR> <HR> </BLOCKQUOTE> <DIV> </DIV> <DIV>Maybe I'm missing something, but... Anarchy does damage?</DIV> <DIV> </DIV>
it has a chance to do an Archaic Swing, which does in the 300-500dmg range. On average i get 2-5 a fight.
Kaberu
03-04-2005, 01:36 PM
<DIV>oh right, the proc :smileytongue:</DIV> <DIV> </DIV> <DIV>My bad, when I read it, it sounded like it was suppose to be a direct attack.</DIV>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.