#12
|
||||
|
Quote:
| |||
#13
|
||||
|
Quote:
Also, what I was seeing concerning aggro, if the person with aggro is low on HPs, the mob will still flee normally. I cannot remember exactly how live was concerning the amount of HP this started at, but if a player was below around 25% HPs, a mob that normally flees, would not flee if that low HP player is at the top of the aggro. Haynar | |||
#14
|
|||
|
So things have changed slightly but it's still not 100% the way it should be. On numerous occasions this weekend when I was dealing with two mobs I would:
A. Pull the add away from my animation and root it. B. Pet would continue fighting the first mob that hit me. C. Once that mob is down to 1-5% and starts trying to hobble away my animation completely forgets about it and goes after the second rooted mob. This is particularly bad when I'm low on mana to begin with and the nuke I have up costs like 150m to cast. I have to open the spell book and look for like my lowest level nuke just to do like 15 points of damage to the mob that my pet decided wasn't important anymore. I'm sure you can see how in an enclosed area this can turn pretty ugly very quickly. | ||
|
|