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#1
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![]() Nuking and aggro is alright and didn't change with recent patches, unlike the initial grab aggro thing.
If you want to witness the issue, it's most visible on Allizewsaur. Takes on average two rounds of attack for pet to grab aggro, during a fight where not a single spell has been cast on him (just send pet to engage)
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Retired
Daimadoshi, Arch Magician <Divinity> Kurth, Warlock <Divinity> Kaska, Phantasmist <Divinity> Fuam, Druid 57 <Divinity> Willo, Cleric 54 <Divinity> | ||
#2
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![]() I don't mind the nuking aggro cause thats how it's always been. I have noticed which might be a issue or just how it was back in 1999 that sometimes the mob runs past my pet and after me even if I never attack the mob and the pet starts the fight. It might just be buggy at times but it only happens for me in sola. At least that I cared to notice cause when I'm out in wide open areas it's never a concern
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Mage Vadican
War Iccariss | ||
#3
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![]() This is not really new on P99.
Allready when I started being able to kill Seafurries, I always pull with a lvl 8 nuke, think its 35dmg, and no matter what pet your using, it always was the case that the clops keep chasing me, even i see 3-4 pet taunt messages. First when pet does considerably dmg to the mob it gets enough agro to keep it if you nuke. Taunt is generally bad, both for players and pets. It always was in EQ, but its even worse on EMU servers | ||
#4
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![]() Well then could it be the case that our spells are generating too much aggro when using low level nukes?
If I use anything other then a lvl 4 nuke I get chased lol. Pet was having problems getting aggro in sk on clops even after doing 20% damage and taunting away. Gotta love sow. But don't bother using malise hah
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Mage Vadican
War Iccariss | ||
#5
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![]() One of the weird things about pet aggro is whenever you are within a certain proximity (let's call it X range) of the mob (which is larger than melee range), the mob goes after you instead of the pet. If you ever get aggro from your pet and your pet does enough damage to take aggro back, the mob will continue to hit you unless you move out of that X range.
You also must move out of the X range quickly (backpedaling doesn't work, regular run speed or jumping usually does the trick), or the mob will simply move closer, since that X range is larger than melee range. Give that a shot. | ||
#6
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![]() Quote:
Quote:
Now, with certain mobs, they sometimes keep chasing with 200+ dmg and 4 rounds of melee :/
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Retired
Daimadoshi, Arch Magician <Divinity> Kurth, Warlock <Divinity> Kaska, Phantasmist <Divinity> Fuam, Druid 57 <Divinity> Willo, Cleric 54 <Divinity> | ||||
#8
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![]() Quote:
Quote:
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#9
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![]() I remember on classic that pets holding aggro had to be adjusted as pets were not generating the same amount of hate for equal damage as players. It seems that this issue has been upped a touch on this server. I resort to pet heals and nuking only rarely with my mage. I hear tell Necros pretty much have to stand then and hope their pet has the stones to go toe to toe as anything they cast overshadows their pet's hate level.
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#10
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![]() thx
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