by Nightops » Fri Feb 29, 2008 3:16 am
Quote 1:
Pulling beetles or the farm in dragonscale - I can solo the entire pull at once, big whoop many people can. Now if I invite a lower level friend to join me for exp I have to pull less than half of what I can solo to be able to safely keep agro on me via self heals no matter what my friend is doing.
How is this right? By adding people you fight less efficiently?
Quote 2:
I'm not talking about inviting a lower level healer or enchanter. I'm talking about a meleer. He can assist me and pull agro on other mobs that neither of us have targeted because healing yourself is NOT AE AGRO. If you don't believe me, try it. His lower level agro surpasses my healing self agro even when I pull 10 or so bugs and spend enough time healing myself that I kill the first one, he will still pull agro just by assisting. It will take a few moments but it happens rather consistantly.
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Sorry Zyba, but this is a bad example because the game simply doesnt work that way unless the trash mem-blurs or like someone mentioned, it has extremely close proximity agro.
With all that being said, the mobs in the farm in DS Hills -do have- close proximity agro. Your friend isnt stealing agro from you at all. I'd bet that if you pull 10 mobs, or even 5, these mobs (and most SOF mobs) creat a large push on you and back you away, which causes a large space between your friend, the mobs pulled, and yourself. If your friend assists correctly and keeps you between him and the rest of the mobs (attacks from behind you) he will not get agro at all (provided he isn't proc'ing hate and you continue to dps when not healing).
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Burst heals create good agro. Better then stuns.. doubt it, but maybe its in a range of agro from 2 or 3 bursts = 1 stun. Want a way to test it? Take 2 paladins to the Festival camp in Loping plains. Have one paladin take off his weapon and stun pull a solo undead on the west(?) side of the camp. The pulling paladin does nothing but stand there and let the mob beat him down to 50%. Have the second paladin stand within melee range and only cast burst heals, repeat this until the mob changes targets.
There are too many variables to provide a ratio applicable to all paladins, but coming up with an estimate would be doable imo.
If anyone tries this, from my experience, I'm guessing a large factor with this will be making sure your within melee distance, preferrably next to the pulling paladin. If your willing to spend a lot of time on this, try starting fresh and healing from a greater distance to see if the agro from the bursts weakens when you get farther away from the pulling paladin.
If your looking to see about the AE agro aspect... go to CoD and have one guy pull 3-4 undead with 1 stun on each. Drop weapons to avoid riposte and let one paladin get beat down to 50%. Have the other standing -within melee range- and burst heal. Repeat until all mobs have switched targets.
Will all the mobs switch at once? I doubt it, but after each heal, I would test the proximity issue by running back and forth a bit to see if mobs switched targets. If they still have more agro from the stun, they will stay with the puller, more agro from the heals, they should switch to the healer. From what I remember, the old world mobs don't have the proximity agro issues like today and they don't create the large push.