View Full Version : Spells: Call of the Hero no longer clear agro
negma
07-19-2017, 09:58 PM
I tryed clearing agro from Sebilian Protector 3 time with call of the hero but it failed.
I did not see anything in patch note about changing Call of the hero.
Maybe it was meant to be or maybe not.
Thank you for your time )
Doctor Jeff
07-20-2017, 07:10 AM
For about 8 months, CotH has required a minimum distance of 500 units to have a chance to clear aggro.
Hetjan
07-20-2017, 11:07 PM
No, please fix.
Does not clear any agro anywhere anymore. Signature spell, my favorite toon ever, please help and fix it.
branamil
07-21-2017, 12:26 AM
This message is hidden because Doctor Jeff is on your ignore list.
Can't tell, but probably something cranky and petty. Get help jeff
wwoneo
07-21-2017, 05:14 AM
Can't tell, but probably something cranky and petty. Get help jeff
Wow, you know him so well.
Doctor Jeff
07-22-2017, 04:36 PM
It sounds like someone's butt is hurt.
wwoneo
07-22-2017, 04:52 PM
It sounds like someone's butt is hurt.
No one is butt hurt. No one here needs your input, and everyone just thinks that the world would be best served if you killed yourself. Have a nice day!
Hetjan
07-22-2017, 05:03 PM
So Doctor Jeff is kinda correct except the interpretation is incorrect ...
The range for coth clearing agro is WAY WAY WAY out of whack. I used to be able to clear agro for someone else by coth on live when someone was pretty close but not right on top of me with mobs. The way it is now is about 15-20x the range it was on live. If someone is on the other side of the juggs cavern and I coth them it for sure would have cleared agro. Seems like someone needs to be on the other side of a zone out of line of sight entirely for it to work here.
On live it was pretty close that it would clear agro, you could consistently tell someone "Run those mobs away" ad start a coth and by the time it went off it would clear agro. Here that is not working.
Izmael
07-22-2017, 05:11 PM
Can't tell, but probably something cranky and petty. Get help jeff
He, for once, was actually just being on topic instead of being an abrasive sociopath with an inferiority complex.
A shame you missed that one time!
Doctor Jeff
07-22-2017, 07:11 PM
No one is butt hurt. No one here needs your input, and everyone just thinks that the world would be best served if you killed yourself. Have a nice day!
You seem extremely unstable. This thread is about coth range.
skarlorn
07-22-2017, 08:21 PM
He, for once, was actually just being on topic instead of being an abrasive sociopath with an inferiority complex.
A shame you missed that one time!
:cool:
For about 8 months, CotH has required a minimum distance of 500 units to have a chance to clear aggro.
where did you get the 500 range from?
only post about range I can find is:
http://everquest.allakhazam.com/db/spell.html?spell=1771#m105276661247056
"It is useful but it has rules. It is a must, though. One of the class defining spells we get, and very useful in many situations.
It will summon a group member to you. You have to have the group leader be an "anchor" at zoneline or wherever you are pulling people FROM. They invite a person to group, then you cast CoH to bring them to you. When everyone is assembled, pull the anchor last.
A couple of high level zones have CoH disabled (Plane of Sky comes to mind) so that you "don't skip important content".
Another important thing this spell does is clear aggro. If a tank gets in trouble or a puller gets too many, they can call for a CoH and you can summon them to you safely and without anything still mad at it. The target has to be further than 200ft away or the aggro will remain."
basicly just outside most normal spell range for wizard nukes, druid heals etc etc
100/200 number has been used by verant for other spells so....
but has the 500 range number ever been used ?
Goldenpineapple
07-24-2017, 08:04 PM
Tested a few distances, seems only leash distance breaks aggro, so it wasn't a unit distance nerf- just don't break aggro at all. In addition to not breaking aggro, it adds the mage to the threat list.
For about 8 months, CotH has required a minimum distance of 500 units to have a chance to clear aggro.
This isn't right, intended or not. I've stood less than 200 away from a fight, dismissed pet and coth'd myself to clear aggro, perhaps one month ago. Have cleared boss aggro on tanks less than 100 away from myself within the last three months as well, to cycle disciplines. Monks have run all the way back to camp and feigned, then asked for a coth to clear aggro while laying under my feet. Worked like a charm.
Now I can coth a feigned monk without risking my own neck, but as soon as he pops up the mobs re-aggro them (unless path'd back), next to me or distant.
Raldune
08-04-2017, 09:32 PM
Found out the hard way by casting CoTH on a FD Necro from across the zone. All agro was then transferred to me.
Definitely not behaving correctly.
any dev comments on this ?
was this an unintentional "feature" that will be fixed or ?
diamondfist
08-10-2017, 05:51 AM
bump, was this an intended change?
feanan
08-20-2017, 08:34 PM
yeah, its broke. ran with goon on my in overthere, mage was at outpost, i was almost at WW, and agro didn't clear
Nirgon
08-21-2017, 10:25 AM
MAGA
Haynar
08-21-2017, 02:40 PM
Yes. Its broke. It was not intentional.
There was a min range that supposed to be added, for the timeline.
This should be fixed for next patch.
H
So Doctor Jeff is kinda correct except the interpretation is incorrect ...
The range for coth clearing agro is WAY WAY WAY out of whack. I used to be able to clear agro for someone else by coth on live when someone was pretty close but not right on top of me with mobs. The way it is now is about 15-20x the range it was on live. If someone is on the other side of the juggs cavern and I coth them it for sure would have cleared agro. Seems like someone needs to be on the other side of a zone out of line of sight entirely for it to work here.
On live it was pretty close that it would clear agro, you could consistently tell someone "Run those mobs away" ad start a coth and by the time it went off it would clear agro. Here that is not working.
CotH always had a chance of not clearing aggro. It was not 100% at this stage on live. I'm not sure about when it came out but it was changed pretty quickly so you couldn't use it as a 100% reliable memblur.
CotH always had a chance of not clearing aggro. It was not 100% at this stage on live. I'm not sure about when it came out but it was changed pretty quickly so you couldn't use it as a 100% reliable memblur.
I think you are confusing it with if a hit/spell would "land" after the spell landed in super rare cases and that would let the mobs keep aggro.
Thats how it worked on this server to, pre patch.
[Thu Jan 05 22:22:53 2017] A spinereef seahorse hits YOU for 106 points of damage.
[Thu Jan 05 22:22:53 2017] A swirlspine seahorse hits YOU for 68 points of damage.
[Thu Jan 05 22:22:53 2017] A swirlspine seahorse hits YOU for 109 points of damage.
[Thu Jan 05 22:22:54 2017] A swirlspine seahorse hits YOU for 34 points of damage.
[Thu Jan 05 22:22:54 2017] A swirlspine seahorse hits YOU for 120 points of damage.
[Thu Jan 05 22:22:54 2017] A swirlspine seahorse tries to bash YOU, but misses!
[Thu Jan 05 22:22:54 2017] A swirlspine seahorse hits YOU for 68 points of damage.
[Thu Jan 05 22:22:54 2017] A swirlspine seahorse hits YOU for 45 points of damage.
[Thu Jan 05 22:22:55 2017] A spinereef seahorse tries to hit YOU, but misses!
[Thu Jan 05 22:22:55 2017] You have been summoned!
[Thu Jan 05 22:22:56 2017] A swirlspine seahorse tries to hit YOU, but misses!
[Thu Jan 05 22:22:56 2017] A swirlspine seahorse tries to hit YOU, but misses!
[Thu Jan 05 22:22:56 2017] A spinereef seahorse tries to kick YOU, but misses!
[Thu Jan 05 22:22:56 2017] A swirlspine seahorse tries to hit YOU, but misses!
[Thu Jan 05 22:22:56 2017] You resist the Retribution spell!
[Thu Jan 05 22:22:57 2017] Aatah tells the group, 'tank other corner'
[Thu Jan 05 22:22:58 2017] Halmir's casting is interrupted!
[Thu Jan 05 22:22:59 2017] You have been struck by the wrath of the gods. You have taken 475 points of damage.
[Thu Jan 05 22:23:00 2017] You think you are heading East.
[Thu Jan 05 22:23:00 2017] Atira's eyes glow violet.
[Thu Jan 05 22:23:03 2017] You think you are heading South.
[Thu Jan 05 22:23:07 2017] You begin casting Nature's Touch.
[Thu Jan 05 22:23:12 2017] Cromcruach has healed you for 978 points of damage.
[Thu Jan 05 22:23:12 2017] You feel much better.
[Thu Jan 05 22:23:12 2017] Halmir begins to cast a spell.
[Thu Jan 05 22:23:13 2017] Aatah has offered you a Summoned: Arrow.
[Thu Jan 05 22:23:14 2017] Phinigel Autropos regains concentration and continues casting.
[Thu Jan 05 22:23:14 2017] Phinigel Autropos says 'You will not evade me Rikyr!'
[Thu Jan 05 22:23:14 2017] Aatah has cancelled the trade.
[Thu Jan 05 22:23:15 2017] You think you are heading North.
[Thu Jan 05 22:23:17 2017] Your heroism fades.
[Thu Jan 05 22:23:17 2017] You think you are heading East.
[Thu Jan 05 22:23:20 2017] You think you are heading East.
[Thu Jan 05 22:23:22 2017] A spinereef seahorse tries to kick YOU, but misses!
[Thu Jan 05 22:23:22 2017] A spinereef seahorse tries to hit YOU, but misses!
[Thu Jan 05 22:23:24 2017] A spinereef seahorse tries to hit YOU, but misses!
[Thu Jan 05 22:23:24 2017] A swirlspine seahorse bashes YOU for 43 points of damage.
[Thu Jan 05 22:23:24 2017] You resist the Vortex spell!
[Thu Jan 05 22:23:24 2017] A swirlspine seahorse hits YOU for 109 points of damage.
[Thu Jan 05 22:23:24 2017] A swirlspine seahorse hits YOU for 144 points of damage.
[Thu Jan 05 22:23:24 2017] You have been struck by the wrath of the gods. You have taken 516 points of damage.
[Thu Jan 05 22:23:26 2017] You resist the Snare spell!
[Thu Jan 05 22:23:26 2017] You have been struck by the wrath of the gods. You have taken 516 points of damage.
[Thu Jan 05 22:23:28 2017] You have been struck by the wrath of the gods. You have taken 516 points of damage.
[Thu Jan 05 22:23:28 2017] You have been knocked unconscious!
[Thu Jan 05 22:23:28 2017] You have been slain by a swirlspine seahorse!
[Thu Jan 05 22:23:28 2017] You have lost experience.
Basicly I get summoned in the middle of spells being casted/melee rounds and don't loose aggro since they land after the summon spell land.
Hetjan
08-23-2017, 05:03 PM
Always been a mage on all EQ.
@Icon - There was never a chance of failure to clear agro unless target range wasn't far enough from the mage casting coth. This must be some misunderstanding somehow of the nature of your interpretation.
Up until velious you could clear self agro and range was not related. After velious the range modifier which also made it not possible to clear self agro went into effect. But never was anything random about agro clearing.
Hetjan
11-13-2017, 11:37 PM
I will send a bag of magic beans to the developer that patches this bug. I do appreciate the effort of all the devs here and am not complaining. Just bumping this bug in hopes the next patch will address the issue.
Thanks!
Lammy
12-06-2017, 06:39 AM
Even further it appears that not only does it not clear aggro, it seems to transfer aggro to the mage. As if the summoned subject was buffed.
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