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Disease Cloud still snap aggro?
Morning folks,
Just curious if I missed any patch notes some where some time that nerfed aggro on DC. I returned after a several month break right after velious release and it seems as if sometimes it doesn't build aggro at all or sometimes it takes significantly more casts than I recall it used to. Maybe I just am having a case of ye olde Colorado memory too... |
People's dps is higher than it was generally I guess. 2 DC's per mob should do it at low levels...use shadow vortex when you get it at least once per mob if your bad melee evasionists refuse to evade :p
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dc 3 times works perfect at higher levels..
rogues evade monks fd LOL? |
Clarity =. Never stop casting DC. 3 times? Trying to save 5 mana on a 2k pool are you kidding me? Do you people play the same game I do?
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Vouss, OP was just asking if the mechanics changed on DC, and others were expanding on what works for them. Sometimes other dps classes like Holey was implying don't know how to manage agro as well, which will sometimes cause loss of agro. That being said, I'm sure most of us don't worry about mana with clarity.
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SK get new agro spell in Velious,that is Shroud of Hate or Shroud of Pain ,which make better agro i believe.
When i got these spells, i tested them in raids. I feel ok with agro control to our beasty melee dpser. "OK" means as fast as DC and SV can do. but they cost more mana, so you gotta need C2 on you to do so,and some int gear for a larger mana pool. |
I mean really if the SK gets a disease cloud off on incoming and then loses aggro a few seconds later, someone else in the group dun goofed...
If a rogue gets a high scoring backstab in and then fails the evade, he just needs to turn off attack and stand back for 2 seconds. Wizards should know better by MM onwards :p |
Watch for other shenanigans from your groupmates as well. For example, an Enchanter who spams area effect mesmerize for crowd control will continually memblur your own target--commonly resulting in aggro ping-pong.
"I mean really if the SK gets a disease cloud off on incoming and then loses aggro a few seconds later, someone else in the group dun goofed..." Not necessarily! Turgur's has always been higher hate than Disease Cloud, and a Shaman who malos or slows on incoming is a good Shaman. The Shadow Knight should immediately cast a second high-aggro spell to ensure the Shaman doesn't get beat up, then follow up with more as needed. If a Wizard tells me in advance he's going to blast away, I'll build extra hate and he can cast as much as he likes and never get aggro. Monks who don't feign and Rogues who don't evade are pretty lazy though. Shroud of Hate and Shroud of Pain will run you out of mana if you use them as primary hate spells, especially the latter. That applies even if you have clarity. 75 mana is too much for something you intend to spam. I commonly use them as secondary aggro spells though. Danth |
All this makes me want to make a red SK :o
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What about the procs on feverblade and chelaki tail? Has anyone used them recently? Isn't the chelaki tail a great, free aggro weapon (at least at the onset of Velious)? Are those viable aggro weapons still? My understanding is that the aggro generation of the disease cloud spell line gets nerfed sometime before luclin?
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