Thread: Game Mechanics: Spell Aggro
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Old 05-21-2010, 12:56 PM
YendorLootmonkey YendorLootmonkey is offline
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A few things:

- I was pulling and then rootparking mobs all night for my group so I could chainpull. Unless root broke instantly, I never had the mob re-aggro on me.... however, I did run off to pull again so proximity may have something to do with it.

- Keep in mind that we are playing in classic... unless your warrior has some nice proc'ing low-delay weapons (SSOY, haste, etc), it's a bit harder for him to generate aggro than what we remember from Kunark forward.

- Taunt (I presume at max skill) works about 60% of the time. The tank only needs it to be successful once to get over your non-DoT spell aggro (DoT's are, of course, a different story as they are generating aggro every tick). The lower the taunt skill, I presume the lower that success rate is if you're grouping with a sub-50 tank ( http://www.thesteelwarrior.net/forum...1&postcount=13 for reference)

- If you have a hybrid tank, if they are not casting Disease Cloud or Blind/Stun to help with aggro (or Flame Lick for leet rangertanks!), along with Taunt, they are not aggroing to the best of their ability and you should address that in your group if casters are getting crunched.

The spell aggro may not be higher than you remember, it's probably just been a while since you've been playing with tanks that do not have their taunt skill maxed, with classic weapons that may not do much to build aggro. Or your knight classes are slacking off on the additional spell aggro they can utilize.

Just something to consider.
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