-
Posts
7 -
Joined
-
[ QUOTE ]
More likely, if you have 17 rikti monkeys attacking you, and you attack the chief soldier, one of the monkeys looses interest.
[/ QUOTE ]
This is what will happen, unless you try a taunt, which will do nothing, or a ranged attack combined with a damage aura, which will allow the boss one attack back then he will lose intrest. -
[ QUOTE ]
Aint about herding, it's about keeping those five strays who got by you off the Blaster long enough for him to kill em.
[/ QUOTE ]
The problem comes when those 5 guys utterly ignore your taunt because they were part of the 2nd group that aggroed and you already have 17 guys looking your way. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Yep - this is the AI change to "fix" herding...
[/ QUOTE ]
It needs to be doubled.
[/ QUOTE ]
on a team of 8 with one tanker who could normally hold the aggro of 3 mobs who happen to be within aggro range is no longer possible , it will take 2 or more well cooordinated tankers to defend a team.
[/ QUOTE ]
Exactly our problem today. We were taking on nems in an 8 man team..My granite could handle the damage, but could not, even with everything slotted for taunt and recharge, keep aggro on even 1 full spawn. sometyhing was ALWAYS shooting at teh squishies. Even with 2 healers people kept dieing until we got a 2nd tank. -
[ QUOTE ]
[ QUOTE ]
As an additional thought, this opens up numerous tactical options.
I could aggro 17 say..underlings. Then kill everything else in the mission one or two or however many at a time. With no threat of death ever as nothing else in the mission would ever attack me more than once per shot of mine.
For instance, with 17 underlings aggroed on me, I could use fireball exclusivly on every group in the game and they would never get more than 1 attack back. Thus effectivly makeing me immortal.
[/ QUOTE ]
Let me know when you successfully pull this off.
[/ QUOTE ]
Just nowCrey's folly
I teleported into 2 groups of monies, turned on my aggro aura, then poped a group of ritiki with a fireball. All way way lower than me of course, still it proves a point. The ones I poped turned toward me, shot at me once, then my aggro aura ticked on teh monkies around me and the people I had just fireballed fell compleatly off my aggro list and turned away and ignored me. -
Further testing reveals that this 'aggro' cap/list is flexible. New aggros apprently replace old aggros on the list. So if I go to attack something new it will aggro on me, but I will lose aggro on something else, which will turn around and start off into space or attack someone else.
I Guess the new rule is "never EVER pull 2 groups at the same time" because the tanker literally CAN'T keep aggro on them. -
As an additional thought, this opens up numerous tactical options.
I could aggro 17 say..underlings. Then kill everything else in the mission one or two or however many at a time. With no threat of death ever as nothing else in the mission would ever attack me more than once per shot of mine.
For instance, with 17 underlings aggroed on me, I could use fireball exclusivly on every group in the game and they would never get more than 1 attack back. Thus effectivly makeing me immortal. -
In testing I noticed(trying to see if I could still herd) that I can no longer aggro more than 17 mobs of any type or level. No matter what I do they will no more than 17 mobs will follow me. or attack me at any given time.
I can literally stand in the middle of a mob of 32 and beat on a guy with his back turned to me if 17 of his friends are already aggroed.
Each time you hit a mob over the limit of 17 he will turn toward you, attack you, then turn back and stare off into space.
Gues they REALLY Wanted to nerf herding hua?
It kinda stucks because pure-granite tankers can still stand up to 17 +3's. I guess they nerfed my ability to die....