Aggro is dumb
Romac
i think the aggro code looks something like this
IF player = monk THEN attack
ELSE look for monk
It sucks to have to fight groups of mobs that almost completely focus on monks
If i'm fighting a group of 6 or so mobs, and most of that group is focussed on our monk, how do you expect us to get aggro off the monk??
I can't count how many times my monk is almost instantly dead and the rest of my team has 100% health with a group of henchies.
There's got to be a better way to code the aggro than IF player = monk THEN attack ELSE look for monk.
Maybe not a total overhaul...just a little adjustment.
Or if you just have to write it that way, then at least add some henchmen code that says
IF monk is getting hit THEN attack whatever is hitting monk.
IF player = monk THEN attack
ELSE look for monk
It sucks to have to fight groups of mobs that almost completely focus on monks
If i'm fighting a group of 6 or so mobs, and most of that group is focussed on our monk, how do you expect us to get aggro off the monk??
I can't count how many times my monk is almost instantly dead and the rest of my team has 100% health with a group of henchies.
There's got to be a better way to code the aggro than IF player = monk THEN attack ELSE look for monk.
Maybe not a total overhaul...just a little adjustment.
Or if you just have to write it that way, then at least add some henchmen code that says
IF monk is getting hit THEN attack whatever is hitting monk.
Vangor
I have found it annoying the amount of monsters that move right for the healer, a few I can understand being intelligent, but, it defeats the purpose of tanks by and large. I would rather them have much more of a closest target deal, and become a bit more "walled in" by people blocking their path, a few attacks are made against running foes but people rarely seem to have these and I know I don't, but I have to get some path exploitive positions ot make sure multiple foes will engage me. If it is open fields this is almost impossible, and a few times they will just run around anyway, plus I know of no real aggro system, but I don't want one to be included either, just something that is straightforward, not, your monk is going to die.
reninator
ive noticed too when i have a monk henchmen with me they always go after the monk first the trick is u have to pull the aggro from the mobs off the monk early. when im doing missions as soon as mulitiple targets are incoming i hit target and cast my most damaging skills on at least every one of them this draws the aggro off the monk and onto me and my tank and allows the monk to due their job which is heal.usually the first target i cast on engages with me and the others start running for the monk ill turn and melee with any other mobs heading for the back of party for the monk this also gives the tank a chance to engage them then i will back out and finish casting my hexes and monk moves to safety and starts healing. if a mob still engages ur monk this becomes ur "marked target" and must be dealt with quickly.this strat works pretty good when u soloing with henchies.
Executioner
LOL love the code improv... change "monk" for "weakest player/least health in the group" and i think your pritty close.. im not saying take a lvl 10 to fissure as cannon fodder cos they wont last long enough to warrent it..
As for the intelligence of the oppsition, i would think the creature with the most would be making the calls againts your group, grunts just follow orders heh.
Basicly the best way to counter this is once the enemy is aggro'd, warriors take out the ememy casters (dont want them healing their warriors).. while the rest of the party runs around healing each other and range attacking the casters (they go down pritty fast with 2 W/? and range attacks)..
If you have a 3rd warrior its his job to hit the incoming warriors(with powerfull strikes)untill they turn on him(this does work), its not his job to kill them, so he moves on to the next enemy warrior to aggro againts him. (healers need to keep this guy alive, hes helping you out)
If you dont have a 3rd warrior..then warrior 1 concentrates attacks on a enemy warrior(pref goes to one attacking your monks), while warrior 2 does the above warrior 3 job then heads to attack the same target as warrior 2(concentrate your attacks for quick kills).
Another tactic is when the enemy is aggro'd then your warriors attack the nearest enemy warriors, but once they have hit them a few times move for the enemy casters(its pointless fighting something that gets healed but you may aggro that warrior in them few first hits).
Just a final point, if you dont know what to attack next.. dont stand around looking >.< , attack something! i use closest target, then check out whats going on if theres no target calls..
I hope this helps.. it works for me..
As for the intelligence of the oppsition, i would think the creature with the most would be making the calls againts your group, grunts just follow orders heh.
Basicly the best way to counter this is once the enemy is aggro'd, warriors take out the ememy casters (dont want them healing their warriors).. while the rest of the party runs around healing each other and range attacking the casters (they go down pritty fast with 2 W/? and range attacks)..
If you have a 3rd warrior its his job to hit the incoming warriors(with powerfull strikes)untill they turn on him(this does work), its not his job to kill them, so he moves on to the next enemy warrior to aggro againts him. (healers need to keep this guy alive, hes helping you out)
If you dont have a 3rd warrior..then warrior 1 concentrates attacks on a enemy warrior(pref goes to one attacking your monks), while warrior 2 does the above warrior 3 job then heads to attack the same target as warrior 2(concentrate your attacks for quick kills).
Another tactic is when the enemy is aggro'd then your warriors attack the nearest enemy warriors, but once they have hit them a few times move for the enemy casters(its pointless fighting something that gets healed but you may aggro that warrior in them few first hits).
Just a final point, if you dont know what to attack next.. dont stand around looking >.< , attack something! i use closest target, then check out whats going on if theres no target calls..
I hope this helps.. it works for me..
Deagol
It is more complex than that, they tend to go after weak players, low armor or damaged, as well as those that aggrevate them (hit them, heal players that hit them). The monk often has low armor.
PvE combat is the same as PvP combat, monsters, at least those that are supposed to be intelligent (Charr, Tengu...) should have the best AI possible for team combat to prepare you for the real thing.
Making the henchmen smarter on the other hand, is always an excellent idea. They are already better than most players on the random teams, at least in the first part of the game.
PvE combat is the same as PvP combat, monsters, at least those that are supposed to be intelligent (Charr, Tengu...) should have the best AI possible for team combat to prepare you for the real thing.
Making the henchmen smarter on the other hand, is always an excellent idea. They are already better than most players on the random teams, at least in the first part of the game.
Romac
Quote:
Originally Posted by reninator
ive noticed too when i have a monk henchmen with me they always go after the monk first the trick is u have to pull the aggro from the mobs off the monk early.
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i also enjoy the perspective of this from a player's point of view because my main is a monk...so whenever i group with real players i'll have 3 or 4 mobs on my ass, and in the jumble and heat of battle it's hard for my team mates to pull aggro off me so many mobs are so focussed on me, and a lot of players are ignorant of the fact that mobs will aggro healers/mages/ and mesmers first so they don't even know to look out for it.
I'd just like for them to look at it a little closer, and add a little variety into the code so that my monk wasn't the first to die in almost every scenario.
Starflower
I admit I'm finding it frustrating to watch everyone gang up on my monk henchman, but I've always found taunt ability not very realistic. Come on...you're facing a group of people, and one of them is a slim woman in cloth, making holy symbols. If you have two brain cells to rub together, are you really going to waste time attacking the big guy in armor yelling insults about your mother?
Now that I have the aggro system I've always claimed was realistic, I'm not super happy about it, but I have to admit it's what real enemies would do...
Now that I have the aggro system I've always claimed was realistic, I'm not super happy about it, but I have to admit it's what real enemies would do...
wongba
strangely i haven't noticed a pronounced concentration of aggro on monks. i play monk primary and i simply don't feel that i'm targeted more often than other classes. this was true even when i was lvl 16 partied w/ lvl 20s in the fissure. sure i died sooner than the others, but it was only after a great deal of fighting had been done. monsters seemed to attack all different team members and never seemed to gang up on me beyond a reasonable amount.
SOT
Hmmm.
I'll rp a sec...
I am a Charr Flamekeeper. I get shot in the back by some female human the size of my penis with an arrow. I turn around and send some pain into her navel, only to find a bald headed, robe wearing sack-attack healing the *****. Naturally, I know this cannot end well for me, unless I remove her ability to withstand my badassness.
Class dismissed
I'll rp a sec...
I am a Charr Flamekeeper. I get shot in the back by some female human the size of my penis with an arrow. I turn around and send some pain into her navel, only to find a bald headed, robe wearing sack-attack healing the *****. Naturally, I know this cannot end well for me, unless I remove her ability to withstand my badassness.
Class dismissed
Elurian
I agree with the previous 2 posters honestly get some tactics. I've played a monk primary since the WPE and if anything the aggro got less and less on me as the BWEs wore on and now in release it is rare to see a mob aggro me. If one does aggro me I just pick it off on my wars and keep moving and heal them.
Galatea
Yeah, the aggro code is a bit strange..
Lately, our party build has consisted of 3 War, 1 Ele, Little Thom Henchmen & Alesia the Healer. When surrounded by a huge mob, I notice that rangers will target the healer & me (the elementalist), one or two of the melee will focus on the Wars, and then another 2-4 will run directly for Alesia and she'll be dead within a minute.
Another strange thing I've noticed is when our party splits up, I think the aggro get confused. Once I attacked a Snow Wolf (it was green, but I got bored while waiting for the rest of the party) -- instead of it attacking me, it ran away -- far until it reached the other party members, who were confused by the wolf aggro.
Lately, our party build has consisted of 3 War, 1 Ele, Little Thom Henchmen & Alesia the Healer. When surrounded by a huge mob, I notice that rangers will target the healer & me (the elementalist), one or two of the melee will focus on the Wars, and then another 2-4 will run directly for Alesia and she'll be dead within a minute.
Another strange thing I've noticed is when our party splits up, I think the aggro get confused. Once I attacked a Snow Wolf (it was green, but I got bored while waiting for the rest of the party) -- instead of it attacking me, it ran away -- far until it reached the other party members, who were confused by the wolf aggro.
jdwoody
I haven't noticed my monk getting attacked for being a healer, I have seen some creatures run past the warriors and go after spell casters but they usually went for whoever had the worst armor and/or whoever happened to be carrying a special item...
Aiwahead
If when monk = Attacked, then DEFEND.
Goto 10. >.>
Goto 10. >.>
Vangor
You know, all of these people say have some tactics, but, it is difficult for most warriors, who should be tanking, to try all targets at once, and even then landing an exec blow on an executioner running by, they rarely hesitate, and good luck trying to pull aggro off of a person who has to keep healing themselves.
As I said, I wouldn't mind a few more intelligent beings running for them, this is the obvious choice for a target, yet, everything does it almost all of the time, if you have a fair sized group, chances are your healer is going down quick.
And I would like to say, I consider it more tactical advantage in bringing a warrior to the forefront to aggro a group and having him impede their path, than simply having to make enemies turn around because I'm going ot kill them. Even when people are striking me, I continue on after the healer, I know I won't get the other guy down, so I continue, hopefully with someone else's help, on the healer. Aggro systems are always stupid, and I always spin to attack enemies on a healer if need be, but, it is stupid to have the same reaction time and time again.
As I said, I wouldn't mind a few more intelligent beings running for them, this is the obvious choice for a target, yet, everything does it almost all of the time, if you have a fair sized group, chances are your healer is going down quick.
And I would like to say, I consider it more tactical advantage in bringing a warrior to the forefront to aggro a group and having him impede their path, than simply having to make enemies turn around because I'm going ot kill them. Even when people are striking me, I continue on after the healer, I know I won't get the other guy down, so I continue, hopefully with someone else's help, on the healer. Aggro systems are always stupid, and I always spin to attack enemies on a healer if need be, but, it is stupid to have the same reaction time and time again.
A11Eur0
It annoys me when they go for my spellcasters, and then my spell casters keep running away, making me follow the one attacking my spellcasters, leading me away from the main group. I'm a warrior by the way. The only way I can think of to stop an initial charge of warrior enemies is to use a crippling blow like hamstring on them. Another thing is to have the warrior run far enough ahead to aggro the monsters before the rest of the party comes in. Then the monk has nothing to worry about and can focus on healing.
jdwoody
Quote:
making me follow the one attacking my spellcasters, |
Bane signet uses 0 energy, so please no whining about me not using my energy for healing...
SOT
Quote:
Originally Posted by Vangor
You know, all of these people say have some tactics, but, it is difficult for most warriors, who should be tanking, to try all targets at once
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I have a fighter that is rather new as an aside character. this morning, i used up some of my mortal coil and got him to do the grawl invader quest in pre-searing, for warlord hamburgerhead (whatever, they all look the same to me ).
I went apeshat on a grawl invader, got attacked by 4 others with bows, but using my 3 yep, 3 measily skills, I comitted grawl-o-cide and didn't die. I used the "attack faster" skill, and the adrenaline melee combo of arterial whatever it is, and then the follow up one that is if the other one hits, and bam, bstards ate sod. i used heal skill every few seconds, and in between that, i slashed away the grawl nads.
Need I mention I was ALONE.
So...yeah, get tactics. use that mouse damn you. HOT KEYS ARE GOD
Lasher Dragon
Yes, I hate the "Every single monster must destroy the healer at all costs" code too. As said earlier, with some monsters I can understand. The dwarves around Yak's Bend for example. But devourers? Spiders? I mean c'mon! My NPC monk dies anytime more than 6 or 7 devourers boil out of the ground at once. The critters simply fire over the heads of the tanks that are chopping into them.
Also - how the hell do devourers and spiders have the range they do? It's really ridiculous - I swear they have longer range than longbows.
Another thing I've noticed. OK, so many combats the monk gets totally hosed. So, I decide to try planting Healing Springs under the monk to keep her in health. 90% of the time I do that, she moves away. Any other time, the monk stands her ground, heals what she can, then dies. As soon as I cast Healing Spring near her, she runs off - and Healing Spring has a very limited radius. I swear I want to kill her many times LOL.
Also - how the hell do devourers and spiders have the range they do? It's really ridiculous - I swear they have longer range than longbows.
Another thing I've noticed. OK, so many combats the monk gets totally hosed. So, I decide to try planting Healing Springs under the monk to keep her in health. 90% of the time I do that, she moves away. Any other time, the monk stands her ground, heals what she can, then dies. As soon as I cast Healing Spring near her, she runs off - and Healing Spring has a very limited radius. I swear I want to kill her many times LOL.
SOT
LOL
one tactic that has worked me 95% of the time on my main character, a ranger/mesmer, is to use multiple-enemy damage spells. Chaos storm for example. Charr Stalkers hurt me fast. Those damn ignite arrows that make the high pitched noise before turning my skin inside out. Well, using something like Chaos Storm always seems to get the Axe Fiends and Ash Walkers (the look like stripe from gremlins LOL) to attack ME or the fighter, and they momentarily leave the healer alone, which of course ensures I outlive them thar bastards.
one tactic that has worked me 95% of the time on my main character, a ranger/mesmer, is to use multiple-enemy damage spells. Chaos storm for example. Charr Stalkers hurt me fast. Those damn ignite arrows that make the high pitched noise before turning my skin inside out. Well, using something like Chaos Storm always seems to get the Axe Fiends and Ash Walkers (the look like stripe from gremlins LOL) to attack ME or the fighter, and they momentarily leave the healer alone, which of course ensures I outlive them thar bastards.
FrodoFraggins
This problem is made worse by the fact that tanks have no form of taunt.
Lasher Dragon
Quote:
Originally Posted by FrodoFraggins
This problem is made worse by the fact that tanks have no form of taunt.
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Granted, probably not a damn thing, but it sure would look funny....
Pevil Lihatuh
lol me and my boyfriend are both rangers, with identical armour. Now I have mes as secondary, he has monk. guess who always gets beaten on? Yep. the boyfriend.
NiGht_HaWk
Quote:
Originally Posted by FrodoFraggins
This problem is made worse by the fact that tanks have no form of taunt.
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aaronspink
Quote:
Originally Posted by NiGht_HaWk
Yes, warriors should have a tactics skill "Taunt" or something where it attracted either the target enemy to attack him or all nearby enemies. But if it happens not to be balanced, then it could be changed to only last for a certain amount of seconds.
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Send warriors out front. They should be a significant distance ahead of the casters and healers. They aggro and start taking a beating and then the casters and healers come in. Plus it makes AoE spells much better. Simple tactics.
No Alesia is just plain stupid. There is no reason she should be riding you butt as you charge.
Romac
well one very sensical and easy adjustment could be to include some calculations that change aggro when someone is doing more damage to you.
It also makes more sense from a realism standpoint...if a target is killing my monk, she's not attacking back...just healing herself...and i have 2 tanks slaughtering the mob...i would think the mob would turn and defend itself against the party members that are killing it instead of using it's last sliver of health the keep attacking a foe that isn't even fighting back.
another easy adjustment would be proximity...it doesn't matter that i have 2 tanks in a mob's face, and have my healers and casters like 50 feet back, they will ignore my tanks, run all the way around and focus fire on my healer...then my mage.
so they could lower threat when a party member is further away.
I'm not asking them to remove aggro from casters. not at all. I think it's perfectly reasonable that a SENTIENT being would use tactics similar to real players, and that means attacking the opposition's monk...my whole point is that it's currently too one sided.
make the code a little more complex
It also makes more sense from a realism standpoint...if a target is killing my monk, she's not attacking back...just healing herself...and i have 2 tanks slaughtering the mob...i would think the mob would turn and defend itself against the party members that are killing it instead of using it's last sliver of health the keep attacking a foe that isn't even fighting back.
another easy adjustment would be proximity...it doesn't matter that i have 2 tanks in a mob's face, and have my healers and casters like 50 feet back, they will ignore my tanks, run all the way around and focus fire on my healer...then my mage.
so they could lower threat when a party member is further away.
I'm not asking them to remove aggro from casters. not at all. I think it's perfectly reasonable that a SENTIENT being would use tactics similar to real players, and that means attacking the opposition's monk...my whole point is that it's currently too one sided.
make the code a little more complex
Elurian
Quote:
Originally Posted by Romac
make the code a little more complex
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Just because you are running around with henchmen the whole time doesn't mean aggro is broken as has been stated before yes the healer henchmen is dumb, but I'd like to see you try to code AI. As most of the people who have posted have stated aggro is not "broken" and is not "if its a monk attack it otherwise find the monk" Please get some skill and play with real people using tactics
jdwoody
Quote:
It also makes more sense from a realism standpoint...if a target is killing my monk, she's not attacking back...just healing herself...and i have 2 tanks slaughtering the mob...i would think the mob would turn and defend itself against the party members that are killing it instead of using it's last sliver of health the keep attacking a foe that isn't even fighting back. |
Romac
Quote:
Originally Posted by jdwoody
That would only make sense if the creatures have no intelligence. What does your group do when faced with 2 grawl and a shaman. Do you beat on the grawl while the shaman heals because they are hitting you or do you take out the shaman who keeps healing the grawl?
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Now just to make sure i wasn't completely imagining this "if player = monk then attack, else look for monk" code...i just made my first run from elona's to seekers...if you'd like to see this code in action just make that run with all henchmen.
i must have encountered probably 50 devourers...some of them just single devourers. Here's how it went EVERY SINGLE TIME i attacked induvidual ones:
I would attack, which caused my 2 tanks to attack...the whole party would have full health the entire fight.
The devourer was blocked about 20 feet in front of me by my 2 tanks.
I was attacking the devourer.
my healer, mage, and archer were all behind me far enough to be off the screen (another 20 feet?)
The single devourer completely ignored the 2 tanks whacking it, ignored me also whacking it, ignored the archer, and mage.
and exclusively hit the healer.
now that is completely stupid code/aggro/ai whatever you want to call it.
All i did EVERY SINGLE TIME i encountered devourers was immediately stick a health regen buff on my healer.
boring, predictable, stupid aggro.
Manderlock
I find it funny that this thread has gone on so long with this title.
That being said its time for my two cents. The monsters do this because that is what good players to in PvP. Also I am happy that alot of the time monster seem to FF.
I would rather have an A.I. that knows to atack monks and FF, than one that just stands there picking its nose.
EDIT: to the above poster, Any good player knows that you need to do 2 things protect your monk, and kill thiers. The monsters "know" that as long as the healer is there they can do no real harm to anyone else. This is how it should be.
That being said its time for my two cents. The monsters do this because that is what good players to in PvP. Also I am happy that alot of the time monster seem to FF.
I would rather have an A.I. that knows to atack monks and FF, than one that just stands there picking its nose.
EDIT: to the above poster, Any good player knows that you need to do 2 things protect your monk, and kill thiers. The monsters "know" that as long as the healer is there they can do no real harm to anyone else. This is how it should be.
jdwoody
Quote:
but is your party going to fight a monk up to and including a complete party wipe??? |
Most of the time if something is hitting me too hard I just run in a circle around the party and most creatures will break off and attack something else...
warblek
As a monk I'm ok with the agro code. If I were being attacked by my group I'd kill me first too since my group's not gonna die until I do. It just forces me to keep my ac high so I can last until the assist train takes a few of them out.
My only AI complaint is that every NPC mob in the area knows the instant I cast an enchantment like a heal-over-time or reverse damage shield and removes it with 3 seconds even if there are no spell effects associated with the spell. (unless my system just doesn't show spell effects) I don't see how an opponent could know exactly which PCs have enchantments running and how many to instantly dispell them when we engage so it seems unrealistic for NPCs to do that.
My only AI complaint is that every NPC mob in the area knows the instant I cast an enchantment like a heal-over-time or reverse damage shield and removes it with 3 seconds even if there are no spell effects associated with the spell. (unless my system just doesn't show spell effects) I don't see how an opponent could know exactly which PCs have enchantments running and how many to instantly dispell them when we engage so it seems unrealistic for NPCs to do that.
zemelett
while we are disin' on the code, have you healer monks noticed that the code for item drops must be something like this;
if (player == healer monk)
dont assign any items.
or maybe perhaps it like this
if (damage == 0 or less than warrior)
dont assign any items.
It pisses me off that #1 if a player on a team dies its the monks fault, #2 the monk is by far one of the hardest classes to play #3 a teams success in most missions is strictly dependent on the skill of the monk; and yet because we do the least ammount of dmg to the enemies becuase we are always healing our teammates but yet we don't get near the ammout of item drops. Its bloody irritating.
if (player == healer monk)
dont assign any items.
or maybe perhaps it like this
if (damage == 0 or less than warrior)
dont assign any items.
It pisses me off that #1 if a player on a team dies its the monks fault, #2 the monk is by far one of the hardest classes to play #3 a teams success in most missions is strictly dependent on the skill of the monk; and yet because we do the least ammount of dmg to the enemies becuase we are always healing our teammates but yet we don't get near the ammout of item drops. Its bloody irritating.
jdwoody
I notice most of my enhancements "go away" when they are being attacked which would make sense when you target a creature you can see if they are hexed or not...
I read something about the drops not being good for monks but I've never noticed it, in fact last night I got by far the best drops of the entire group. I do see alot more good weapons than good staff/wands but I'm ok with that since I don't spend alot of time attacking anyway...
I read something about the drops not being good for monks but I've never noticed it, in fact last night I got by far the best drops of the entire group. I do see alot more good weapons than good staff/wands but I'm ok with that since I don't spend alot of time attacking anyway...
JohnCoke
I couldn't help but notice everyone is ignoring the posts made by veteran players and it made me upset enough to post this. I myself hold a set of old armor on my character for kiting (Ranger). They don't go for the monk they look at the weakest armor rating. Listen to the veterans, the reason they go for the monk when using henchies is because she has the weakest armor rating out of all of them. That simple, and it's made to be that way... to keep the monk from being too good as their one of the easiest classes to play (sorry I have a monk and I know). You have to focus on one thing only, spam healing (unless you're a smiting monk). BUT, you have the most responsibility in the game and unfortunately are the bane of every group. I always thank my healer and offer words of encouragement, they have the "toughest job" not the most difficult and definitely not the most complex. I'm sick of monk whiners,sorry if I offended you. But it isn't difficult to play a monk, heal, spam heal, heal some more and don't forget to heal. Watch your energy level, heal some more.... the difficult part is timing but you have timing in every profession so nothing new here. Just have more responsibility, there is no class that is "harder" than another to play, if I'd have to choose one I'd say anti-caster Mesmer because of the sheer timing requirements. Definitely not my cup of tea.
Griffry
I'm admittingly not reading all the posts here, so forgive me if I'm repeating what's already been said. However...
The reason the coding for aggro is dead on, is when you're in PvP, who's the first person that your opponents go for? The weakest or the Monk, yes?
I happen to do some medevial style fighting, and when we can break through the opposing sides sheild wall, we go for the archers because they're typically far easier targets (and annoying as hell when you're paying attention to the guy with the sword in front of you and you get hit in the helm from the archer behind him).
The reason the coding for aggro is dead on, is when you're in PvP, who's the first person that your opponents go for? The weakest or the Monk, yes?
I happen to do some medevial style fighting, and when we can break through the opposing sides sheild wall, we go for the archers because they're typically far easier targets (and annoying as hell when you're paying attention to the guy with the sword in front of you and you get hit in the helm from the archer behind him).
dansamy
I play an Elementalist/Monk, and I must piss off the monsters in the worst way. They will run right past 2 warriors and a ranger just so they can beat the crap outta me.
Amelia
Amelia
Lewick
Mobs kill Claude far more often than they kill Alesia when I'm out with henchmen. They really do NOT players that feed energy to other players.
My character is a R/Mo19 right now. I've found the best PvE balance so far for me with henchmen is to load up on smiting prayers and then be the tank. I get in the center of the mobs and drop balthazar's aura on myself. This does (for my skill level) 17 damage per second to all mobs around me for 10 seconds. Right after I cast it, I cast reversal of fortune on myself, at which point good ole Claude notices I'm completely zapped of all energy and gives me an energy regen buff. Within 10 seconds or so, I generally have enough energy to cast balthazar's aura on myself again and poof. All mobs dead.
It's even better when I encounter undead, since balthazar's aura does double damage to undead (it being smiting prayers and all.) Skeletal archers? Yeah I run right up into the middle of those buggers and put up balthazars and they all drop dead. Black Curtain? No problem on those patrols. I run up into the middle of them and put up Balthazar's.
Sometimes I'll let Stefan do the tanking and put Balthazar's on him. This works out when he gets enough of a head start that the mobs don't notice Alesia and Claude.
To keep both Alesia and Claude alive when the mobs decide they look tasty, I always have a heal and reversal of fortune up. If I see Alesia tanking, she gets a good dose of reversal. Since reversal is so cheap and has such a fast refresh time, 99% of the time everything goes just fine. The only exception being those bloody Tengu, which appear to be superhuman in the world in which they live in.
Final note: A lot of imps will shred your henchmen. Henchmen just do not handle elemental damage well at all.
My character is a R/Mo19 right now. I've found the best PvE balance so far for me with henchmen is to load up on smiting prayers and then be the tank. I get in the center of the mobs and drop balthazar's aura on myself. This does (for my skill level) 17 damage per second to all mobs around me for 10 seconds. Right after I cast it, I cast reversal of fortune on myself, at which point good ole Claude notices I'm completely zapped of all energy and gives me an energy regen buff. Within 10 seconds or so, I generally have enough energy to cast balthazar's aura on myself again and poof. All mobs dead.
It's even better when I encounter undead, since balthazar's aura does double damage to undead (it being smiting prayers and all.) Skeletal archers? Yeah I run right up into the middle of those buggers and put up balthazars and they all drop dead. Black Curtain? No problem on those patrols. I run up into the middle of them and put up Balthazar's.
Sometimes I'll let Stefan do the tanking and put Balthazar's on him. This works out when he gets enough of a head start that the mobs don't notice Alesia and Claude.
To keep both Alesia and Claude alive when the mobs decide they look tasty, I always have a heal and reversal of fortune up. If I see Alesia tanking, she gets a good dose of reversal. Since reversal is so cheap and has such a fast refresh time, 99% of the time everything goes just fine. The only exception being those bloody Tengu, which appear to be superhuman in the world in which they live in.
Final note: A lot of imps will shred your henchmen. Henchmen just do not handle elemental damage well at all.
Jijimuge
Another good way to get the aggro (as a warrior, anyhow) is to use the skill "Frenzy".
Seriously....I know it makes one take double damage, but the enemy was even switching from Alesia to my warrior when I had that stance up.
That trick *really* saved my bacon at thirsty river!
I've also noticed that Hexing opponents with things like shadow of fear, mark of pain etc doesn't get so much aggro, but I can get a little more (or so it seems) when I'm able to inflict conditions such as weakness with spells like "Enfeebling Blood"
Seriously....I know it makes one take double damage, but the enemy was even switching from Alesia to my warrior when I had that stance up.
That trick *really* saved my bacon at thirsty river!
I've also noticed that Hexing opponents with things like shadow of fear, mark of pain etc doesn't get so much aggro, but I can get a little more (or so it seems) when I'm able to inflict conditions such as weakness with spells like "Enfeebling Blood"
Numa Pompilius
Quote:
Originally Posted by Romac
well one very sensical and easy adjustment could be to include some calculations that change aggro when someone is doing more damage to you.
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But when there's 6-7 monsters beating on Alesia, it's a lost cause. She wont run, and I can't draw the aggro of all.
seeker monk
Just Give Em More Armor... Yah...... Rabble Rabble Rabble