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#11
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The situation this thread is addressing involved a player gaining initial aggro either via proximity or ensnare, and then having the mob stolen by another player who is fully aware that this has taken place, but does not consider either proxy aggro or any other means of generating hate without doing damage to be represent a valid claim to that mob. This was not an isolated incident, but has been shown to be chronic behavior. | |||
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#12
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I wasn't talking about any issue in particular just trying to find what the general rule is.
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Smac - Iksar Grave Lord Mackenze - Human WarderPulsate - High Elf Phantasmist Mackaroni <Seal Team> - Human Monk | ||
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#13
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I get the feeling this story is about a Druid who has 1 or 2 snared and won't kill them until they have 4 to quad...
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Rasah - [60 Heirophant]
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#14
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Consider what I put on page 1 as general pointers for minimizing any issues then.
If it is a druid with 3 seafuries looking for a 4th that isn't there, I'd be tempted to tell him to just kite the 3... and if he spends another few minutes still kiting, pull one away. Considering their respawn time, you're just holding them up if you're going to take them on 2-3 laps of the island. Ban druids doing this for stalling [You must be logged in to view images. Log in or Register.]
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#15
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#16
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The official ruling is to have damaged it. A wizard could lev and snag every one on the island and kite/med to kill them over a longer period of time.
If a mob is chasing a person at 100% and that mob is a roaming, non FTE raid mob and not a camped mob then it can be tagged with a nuke to acquire a new FTE. This prevents snare classes holding down mobs to conserve mana until they get the ideal aoe kite amount. GMs will not enforce a rule banning that tactic, but they support players that steal aggro with a nuke on a 100% mob. If a mob is damaged but regens back up to 100% then the logic is that you do not have sufficient dps to be considered anything but stalling on that mob-- making that new mob eligible for a new person to take aggro. | ||
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Last edited by bktroost; 05-02-2015 at 05:08 PM..
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#17
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FTE on Seafuries - Any attack (by a player or a pet) or offensive spell landed on a mob that causes the mob to agro. This includes snare, Wiz Flux Staff debuff and roots. It's a pretty simple concept: if you did something to the mob to make it agro you before someone else can do the same, you got FTE.
If a Druid has Seafuries snared and chasing him, he has rightful FTE on them, don't steal them. If a Wizard flux staff insta-pulls a Seafury you are running toward or about to land a spell on, he got rightful FTE. Don't complain or try to steal the mob from him. He landed his agro spell first. If an Epic Shaman is sitting in the middle of the island root rotting 6 Seafuries at a time, he got FTE. No matter how slowly he's killing them, you can't steal them. Don't bitch about it. If a Necro fears a couple of seafuries while killing another, he got FTE. They're his. Don't steal them. Basically, if you can hit the seafury first, it's yours. That's all that matters from the rule lawyer perspective. Now, there is a certain etiquette on seafury island that it's good to follow, mostly in regard to quadding. That being, don't run around forever with 2-3 seafuries waiting for a fourth to spawn. That's quite bad form. It's acceptable to run around a single seafury for a minute or two while waiting for another, and also acceptable to briefly run around with two while grouping them up and hoping for a third to pop near you, but for the love of God don't be that guy who runs around with two or three for like 5 minutes at a time. Just fucking suck it up and kill the double or triple. | ||
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#18
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#19
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#20
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can we please get clearly defined FTE rules so we can stop the nerd arguments ?
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