Quote:
Originally Posted by Mentathiel
[You must be logged in to view images. Log in or Register.]
Rogues who learn about evasion and aggro-management are rogues who can do more for a group. It can be very easy to see a rogue as someone who stands there behind the mob with auto-attack on and hits backstab when the button pops up again, but the reality is that you have the skills to keep aggro off you and on the tank. Even something as simple as waiting a few seconds for the warrior to establish their aggro makes a difference. Many rogues only learn the hard way that pets cannot hold aggro off them, another one of those learning experiences...
Also, while it's not a tip in and of itself, every enchanter starting their journey should read Xornn's Guide to Enchanting[ 1] and Xornn's Enchanter Spell Guide [ 2]. Even if you find your own style later, it gives you a strong starting point.
And every player needs to understand how the Root effect changes aggro. The casters need to know how they are changing the battlefield (making it more dangerous if their placement is bad) and the melee need to understand just how far away you need to be to stay out of attack range, not to mention how evasion (rogues) and taunt (tanks and rangers) gets replaced by relative distances from the target.
|
I wish some tanks would realize that they need to be standing as close to the mob as possible (and still be able to hit it) while all other melee should be max melee range. This helps with aggro and also solves issues with mobs that are rooted as a form of CC.