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Old 01-24-2007, 04:21 PM   #4 (permalink)
XeroKill
Senior Member
 
 Additional Info
Last Online: 02-19-2007 02:35 PM
Join Date: Jan 2007
Posts: 186

Level: 12

HP: 16 / 292
MP: 62 / 1500
EXP: 68%
Quote:
I actually didn't find this to be true. At least from my experience most of the times when people died were due to getting more adds than the group's CC capacity. Deaths came when the tank was unable to hold aggro over more than one mob, since at least up to mid-level they had no multi-target attacks or taunts and only one four-second rescue on a twelve-second timer. In these cases usually it was a Bloodmage or DPSer who died, while the tank was doing his best, but failing, to grab aggro over the add.

Again, this could easily change as Sigil tweaks the relative damage and hate generation of all the class
This is one of the things that bothered me at the early levels and made me want to solo more. Before we get any kind of AE control over the battle field it can be quite difficult to be effective in the lower level dungeon areas. Since they are designed around grouping and all, most of the encounters come with 2 or 3 adds. Since the tanks can't do anything to actually taunt or other wise aggravate a large crowd, the healers find themselves in trouble a lot. This tends to leave a bad taste in some peoples mouths and they will inevitably blame the tank for it. Whether they blame us out loud or make a mental note, it will only serve to ultimately diminish us.

Early level grouping can be fraught with problems all based on agro control over large groups. I feel this needs to be resolved and soon. Is there anything wrong with giving us an AE taunt at like level 10 or so? Would that really be so upsetting?

The funny thing is, I can remember in EQ1 it all seemed so easy without having AE taunts. Having played a SK for 6 years, I never really thought about everything that went into grouping. Of course, there it was easy to pull singles, so at most you only ever had to deal with a couple adds. Here they intentionally position them close together, and make it nearly impossible to split them up using conventional means.
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Xerokill DreadFist - Lesser Giant Dread Knight (Hanseatica) - Thunderaxe

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