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Old 08-22-2006, 04:44 PM   #1 (permalink)
Durothil_Skyreaver
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Potential Issue

Does anyone else see the potential problems with the way paladin rescues work? This assumes that the MT format is in effect but couldn't a paladin effectively unbalance an encounter by focusing on rescuing the MT over and over.
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Old 08-23-2006, 08:44 AM   #2 (permalink)
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I'd assume there would have to be some kind of limit if they did it to many times? Cooldown or something?
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Old 08-23-2006, 01:13 PM   #3 (permalink)
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also most rezes take a few seconds to preform and get the tank up ...the MoB will have time to get on the squishy mages and what not being rezed and regaining aggro over and over will get a party killed
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Old 08-23-2006, 02:19 PM   #4 (permalink)
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Doesn't here refer to:

Quote:
Rescues
The Paladin is the premier class when it comes to sacrifice. Taking the damage for another and rescuing them from certain death is the Paladin's Forte. And woe be to the adversary that continues to press the attack. If the Paladin rescues the same friendly a second time in rapid succession, significant harm is visited upon the enemy.

Argent Guardian - This rescue fends off a great deal of damage and strikes back at your enemy for minor damage. When used a second time, this defensive attack completely blocks incoming damage, delivers massive damage in return, and stuns the enemy for a long duration.

Shattered Will - This rescue fends off moderate damage when successful, and slightly lowers the damage capability of your enemy. If used a second time on the same enemy, this completely blocks incoming damage and severely cripples that target's ability to attack your group for 60 seconds.

Contention - This rescue stops an enemy from hitting a friendly target, and locks your enemy in a stalemate for a period of time leaving them unable to attack anyone else.
I think he was suggesting that these, which mostly reduce damage could repeatly be used on the main tank? I imagine also though now I think about it these would generate additional hate + the last one is a kind of taunt, and porbably can't be self targeted.
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Old 08-25-2006, 07:25 AM   #5 (permalink)
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If the rescues have a cooldown, that cooldown could be overridden by having more than one pally rescuing the MT. However, you need to watch out and not spread the hate too wide and thereby too thin, or a player with high damage spells might just get killed.

Or, if they don't have a cooldown, the pally might generate so much hate over time that the original MT ceases to be MT and now the pally is in that role instead. This would make a pally MT of choice - much to the chagrin of the other DT classes...
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Old 01-08-2007, 06:36 AM   #6 (permalink)
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I too saw this as being a problem. Like in a normal group setting, theres a large bonus with the pally rescuing the puller. Its prolly something thats going to be nerfed.
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Old 01-08-2007, 11:58 AM   #7 (permalink)
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All defensive fighter classes have rescues. Paladins just have better ones.

This tactic of saving the MT with rescues so he can get a few heals before he dies would work only if the MT rescues right after he is healed. Otherwise, there will most likely be agro chaos.

For example,

Lets say our MT is a warrior and a paladin of the same lvl is in the group. The warrior gets dangerously low on hp and the vigilant paladin who has been anxiously waiting to execute his rescue finally busts a move. The pally uses his rescue and it gives the healer(s) in the group enough time to heal the warrior back up to full health. Now that the warrior is full of hp, he executes his own rescue on the pally and has agro again.


I would suggest that you make it known to your group (if you find yourself not the MT) that you intend to rescue him if his hp's become too low. Otherwise he may become agitated that his agro keeps fluctuating.

I've dubbed this tactic "Rescue Bouncing."
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Old 01-09-2007, 03:39 AM   #8 (permalink)
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Taz's example is correct. I think some of you are thinking that the "buffs" that come from a rescue means that they can be used over and over to negate incoming damage on a party member. This is not the case.

A rescue draws huge amounts of hate to the tank that uses it. In most cases if a paladin used a rescue on the MT it would pull off aggro, and if he didn't, the pali would use his other rescue or lay on hands to heal the warrior himself. Once the rescue draws hate, the paladin will hold it unless the warrior draws it back with his own rescue.

A paladin (or warrior) cannot use rescue on himself and gain it's benefits. For example, one paladin rescue adds a large amount of hate to the paladin while at the same time healing his rescue target. The paladin cannot cast rescue on himself, healing himself in this way however.

Also, in order to rescue someone, you have to have both offensive and defensive targets correctly targeted and within range. So, if two mobs attack and your targeting Mob A, if Mob B peels and attacks the healer, even if you have the healer designated as your defensive target, if you keep your offensive target on Mob A, rescue won't go off. You have to make sure your healer is conned AND mob B is conned, then be close to both of them in order to rescue the healer.

As you can imagine this makes for some hectic battles as a tank with multimobs. "Rescue Bouncing" as Taz calls it could be used to help spread the damage of a hard hitting mob, but even in this scenario, it would not be a game breaking exploit. It only buys some time, either way the healers mana would get used to keep them up.

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Old 01-13-2007, 04:13 PM   #9 (permalink)
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first of all, you guys, i think, are forgetting, that this may just be the intended mechanic for a tank switch, that may be of pivotal importance in many high end encounters, where mob is just too hard to tank without a racial of some sort for example. would give a nice versatility to a fight, when LG needs to be rescued 28 seconds after engage, and than an Orc 15 secs after he took agro, and so on, with varying time intervals depending on how fast their racials expire or some other personal defensive techniques.

second, the "timeout period" can be governed by a debuff that a rescue puts on the defensive target, for example a debuff that stacks to no more than 2. For example in wow a priest shield puts a debuff on a PC for 15 seconds, so it can be used only so often. otherwise a number of priests can chain shield any1 making encounter trivial.
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Old 01-24-2007, 06:32 PM   #10 (permalink)
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I hope it doesn't get nerfed. Right now it's the only way that tanks can stack in groups.
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