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Since: Jun 07, 2005 Posts: 898
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(Msg. 31) Posted: Tue Mar 13, 2007 8:18 am
Post subject: Re: Tanking, Aggro and Teams [Login to view extended thread Info.] Archived from groups: alt>games>warcraft (more info?)
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On 12 Mar 2007 12:58:26 -0700, Darin Johnson wrote:
> On Mar 12, 3:41 am, Barry Freeman <b....RemoveThis@nospam.co.uk> wrote:
> > I *never* use multi-shot in an instance.. it's WAY too unpredicatble
> > and seems to generate tons of threat.
>
> That's why I used it. I'm rarely in groups with
> warriors, or even decent tanks, so pulling some
> enemies off to spread the grief has worked out
> so far.
Hm, I can see why you would want to do this if the tank sucks so badly, but
generally it's easier on the healer to let the mobs beat on the tank. As
long as the tank manages to stay above the healing aggro, if the 3 damage
dealers concentrate on the same mob, it should go down quickly, no matter
whether this peels it off the tank or not.
However, if each DD attacks his own mob, the hunter has the pet on growl
(one less mob beating on the tank who will therefore have trouble creating
enough rage) and then the mage or hunter AoEs (I count multishot as AoE  ,
no wonder the tank has no chance.
Unless the pet is offtanking (and this has been announced or requested
beforehand), leave growl off, so the tank gets beaten and builds rage. Give
him time before attacking and then attack one single target.
> I'm probably not going to use any add-ons. I'm
> perfectly happy with not being perfect, I'd rather
> be casual in the game than be obsessive.
Using addons has nothing to do with being obsessive, it can just make your
gameplay more enjoyable. On the other hand, as long as you are happy, no
need to get them, either.
> > You can also use traps to keep a mob out of the fight completely,
>
> Completely? How long do these traps last? I've only used it a couple
> times, but it seems to wear off fast.
As long as no damage is done to the mob, the freezing trap should hold for
around 20 seconds. If you put a sting on the mob before he is trapped, the
trap will break at the next tick of the DOT.
Cheers
Urbin
--
Urbin (70), Dwarven Hunter (PvE) @dunmorogh.de
Sunh (60), Nightelven Priest (PvE) @dunmorogh.de
Mymule (35), Gnomish Warlock (PvE) @dunmorogh.de
Juran (33), Nightelven Druid (PvE) @dunmorogh.de >> Stay informed about: Tanking, Aggro and Teams |
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Since: Nov 22, 2006 Posts: 802
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(Msg. 32) Posted: Tue Mar 13, 2007 10:12 am
Post subject: Re: Tanking, Aggro and Teams [Login to view extended thread Info.] Imported from groups: per prev. post (more info?)
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Since: May 18, 2006 Posts: 4126
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(Msg. 33) Posted: Tue Mar 13, 2007 11:57 am
Post subject: Re: Tanking, Aggro and Teams [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Einstine" <noway.RemoveThis@nohow.net> writes:
>Any recommendations on a threat meter?
KTMThreatMeter. The only downside is that everyone in your party needs to
have it, and for some encounters, it only works if someone sets the target. *
--
* PV something like badgers--something like lizards--and something
like corkscrews. >> Stay informed about: Tanking, Aggro and Teams |
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Since: Oct 02, 2005 Posts: 638
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(Msg. 34) Posted: Tue Mar 13, 2007 12:32 pm
Post subject: Re: Tanking, Aggro and Teams [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 13, 12:18 am, Urbin <u....RemoveThis@dunmorogh.eu> wrote:
> Unless the pet is offtanking (and this has been announced or requested
> beforehand), leave growl off, so the tank gets beaten and builds rage.
I've only been in a few groups that had warriors. Usually
the tanks have been paladins or shaman, who don't use
rage. (Druid bear form uses rage, but I've rarely been
in a group that used them; I think they were like my druid,
so happy to get cat form that they forget that bear form
works better at tanking)
--
Darin Johnson >> Stay informed about: Tanking, Aggro and Teams |
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Since: Oct 02, 2005 Posts: 638
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(Msg. 35) Posted: Tue Mar 13, 2007 12:40 pm
Post subject: Re: Tanking, Aggro and Teams [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 13, 2:12 am, Barry Freeman <b....DeleteThis@nospam.co.uk> wrote:
> I use quite a few addons, Metamap for coordinates, Gatherer, Hunter's
> Helper, Census+, Trinity Bars, KLHThreatmeter, EngBags, Titan..
> When I copied my Warlock over to the PTR to tes tosme specs, I didn't
> copy any addons... felt naked
Part of the problem I have with add-ons too is that
there are just too many, and not a lot of good info
on them. No reviews or votes on usefulness, etc.
Rather than spend a few days researching this all
to separate the good stuff I like from the bad stuff
or stuff I don't like, I just ignore them and get
back to the game.
I did create a coordinates macro though, that I used
a few times. Most of the time I'd rather search for
what I need then be told exactly where on the map it
is. Unless I've done the quest before and just want
to refresh my memory.
--
Darin Johnson >> Stay informed about: Tanking, Aggro and Teams |
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Since: Jan 11, 2006 Posts: 197
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(Msg. 36) Posted: Tue Mar 13, 2007 12:51 pm
Post subject: Re: Tanking, Aggro and Teams [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 12, 6:17 pm, "Einstine" <n... DeleteThis @nohow.net> wrote:
> "Barry Freeman" <b... DeleteThis @nospam.co.uk> wrote in messagenews:kecav2hosri22mjklupe8au32sfsj8g6hm@4ax.com...
> > On Fri, 9 Mar 2007 10:05:52 -0700, "Einstine" <n... DeleteThis @nohow.net> wrote:
>
> >>It is pretty basic. In our 2-man, he is a Paladin. I start with
> >>a frostbolt to get them coming slow, he hits them on the way in and they go to him,
> >>I wait a few, then hit with something a bit, then unload when they are 30% or less.
> >>They never come off of him until maybe the last few seconds of life. Sheep and
> >>freeze them as needed. Of course in an instance or where it is tougher I would not
> >>be pulling first.
>
> > the KLH Threat Meter addon is wonderful.
>
> > I've now used it with my Mage, Warlock and Hunter , both in groups and
> > solo (for the pet classes).
>
> > You can see *exactly* when to stop dps to avoid picking up aggro. You
> > can immediately begin to see where burst dps is out-threatening your
> > tank, be it a warrior or your pet.
>
> > I think every non-tank class should be *required* to use this as a
> > condition of joining in a group, as a training aid as much as
> > anything.
>
> I am installing this. Thanks. My core group I play with most likely will
> as well.
>
> Human nature being what it is, the folks that already get aggro don't really need
> it, and those that don't wouldn't install it or pay attention anyway. But no matter
> what it will help me see how much I am laying on.
>
> When I say "don't really need it" I mean they probably do a good job of balancing
> firepower already, but this tool could still definitely help for training and the perfect
> edge if the whole group uses it.- Hide quoted text -
>
> - Show quoted text -
If you don't have EVERYONE install it, then it does no good. There is
no point just seeing how much agro you.....and only you have, if you
don't know how much threat they have on the target. They have to
install it to share data on threat. >> Stay informed about: Tanking, Aggro and Teams |
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Since: Jun 11, 2005 Posts: 277
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(Msg. 37) Posted: Tue Mar 13, 2007 5:23 pm
Post subject: Re: Tanking, Aggro and Teams [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Urbin" <urbin.RemoveThis@dunmorogh.eu> wrote in message news:slrnevcna8.j2f.urbin@stinky.trash.net...
> On 12 Mar 2007 12:58:26 -0700, Darin Johnson wrote:
>> On Mar 12, 3:41 am, Barry Freeman <b....RemoveThis@nospam.co.uk> wrote:
>> > I *never* use multi-shot in an instance.. it's WAY too unpredicatble
>> > and seems to generate tons of threat.
>>
>> That's why I used it. I'm rarely in groups with
>> warriors, or even decent tanks, so pulling some
>> enemies off to spread the grief has worked out
>> so far.
>
> Hm, I can see why you would want to do this if the tank sucks so badly, but
> generally it's easier on the healer to let the mobs beat on the tank. As
> long as the tank manages to stay above the healing aggro, if the 3 damage
> dealers concentrate on the same mob, it should go down quickly, no matter
> whether this peels it off the tank or not.
>
> However, if each DD attacks his own mob, the hunter has the pet on growl
> (one less mob beating on the tank who will therefore have trouble creating
> enough rage) and then the mage or hunter AoEs (I count multishot as AoE ,
> no wonder the tank has no chance.
>
> Unless the pet is offtanking (and this has been announced or requested
> beforehand), leave growl off, so the tank gets beaten and builds rage. Give
> him time before attacking and then attack one single target.
<big snip>
A-friggin'-men to it all! Unbelievable how few get this simple, basic strategy.
Although I am sure many have come over from the first person attack everything
always gameplay. I did but I use my head.
One bud came over a few weeks back and I had 4 PC's setup and through 3
other accounts and one trial 4 of us got on and started as Undead. This one bud
has strictly been a FPS gamer, most recently Call of Duty. He started out just
running around on his own and after his 4th run back from the graveyard decided
to hang with the group and discuss strategy.
Not knocking FPS's. Besides Ultima Underworld, System Shock and a few others
straight FPS is all I played. Made maps for Doom, Quake CTF and Quake Team
Fortress. Must have got bored with it because I had not gamed in over 2 years until
my bro got me in to this. Not sure if that is a good thing in the end. >> Stay informed about: Tanking, Aggro and Teams |
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Since: Jun 11, 2005 Posts: 277
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(Msg. 38) Posted: Tue Mar 13, 2007 5:24 pm
Post subject: Re: Tanking, Aggro and Teams [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Darin Johnson" <darin.TakeThisOut@usa.net> wrote in message news:1173814800.259772.210370@q40g2000cwq.googlegroups.com...
> On Mar 13, 2:12 am, Barry Freeman <b....TakeThisOut@nospam.co.uk> wrote:
>> I use quite a few addons, Metamap for coordinates, Gatherer, Hunter's
>> Helper, Census+, Trinity Bars, KLHThreatmeter, EngBags, Titan..
>> When I copied my Warlock over to the PTR to tes tosme specs, I didn't
>> copy any addons... felt naked
>
> Part of the problem I have with add-ons too is that
> there are just too many, and not a lot of good info
> on them. No reviews or votes on usefulness, etc.
> Rather than spend a few days researching this all
> to separate the good stuff I like from the bad stuff
> or stuff I don't like, I just ignore them and get
> back to the game.
>
> I did create a coordinates macro though, that I used
> a few times. Most of the time I'd rather search for
> what I need then be told exactly where on the map it
> is. Unless I've done the quest before and just want
> to refresh my memory.
>
> --
> Darin Johnson
My simple, best favorites.
Atlas
DI map coords
Map notes fan version >> Stay informed about: Tanking, Aggro and Teams |
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Since: Jan 13, 2007 Posts: 8
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(Msg. 39) Posted: Tue Mar 13, 2007 5:26 pm
Post subject: Re: Tanking, Aggro and Teams [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 13, 9:16 pm, Barry Freeman <b... DeleteThis @nospam.co.uk> wrote:
> On Tue, 13 Mar 2007 08:12:16 +0000 (UTC), Urbin <u... DeleteThis @dunmorogh.eu>
> wrote:
>
> Thats it.. I don't have the extra time talent for the traps but
> generally the trap lasts quite a long time..
>
> I remember doing the three patrolling trolls in STV back at 41 or
> so... multishot to start them to me, pet grabs one, trap freezes
> another and I melee the third. Worked a treat every time.
> --
The way I do a three-pull is to ensure that I can set a second trap.
First step is to set the trap and wait for the trap cooldown to almost
expire. Send the pet in to get all aggro. Have one auto shot land on
the mob you want to trap and then continue DPS on the one the pet is
on. Kill that one and the second, and retrap the third.
If it looks like you may need to bandage the pet, don't retrap
immediately. Let it hit you a little. No use having health points if
you're not going to use it. When the second mob is dead or about to
die or before you die, retrap the third, bandage your pet. Feign
death, eat and drink if you have to. Then get in range, send you pet
in and finish him off.
You can also reduce the amount of damage the third mob lands on you by
not standing right next to it when it is trapped. Gives you a couple
of seconds of no damage while it walks to you. >> Stay informed about: Tanking, Aggro and Teams |
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Since: Nov 22, 2006 Posts: 802
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(Msg. 40) Posted: Wed Mar 14, 2007 7:56 am
Post subject: Re: Tanking, Aggro and Teams [Login to view extended thread Info.] Imported from groups: per prev. post (more info?)
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