Combat Medic Archive

Thread: FIX the CM agro rate..CM rep plz read

Regulation
Fri May 06, 2005 8:14 pm
#1

getting killed 10 times in 40 minutes isn't fun....when i am needed to heal group members and when i do one bacta spray or bacta toss i get 5 agros on me and incap in 2 seconds...fix this



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Stile2112
Fri May 06, 2005 11:44 pm
#2

Your melee groupmates need to use taunt to pull the aggros off you. Espeically if you have a swordmens, have them use the area taunts. Grouping is a must for CM and you need smart peeps to keep the aggros off you. It's just gonna take awhile before everyone gets use to it. But they do need to adjust the aggro issue alittle.



Obeu Lightingsky


lvl 24 Druid Healer.........uhm i mean lvl 64 CM










Adept Lightingsky
Shrouded Sun Empire -IMP-
genkii
Sat May 07, 2005 3:09 am
#3






Stile2112 wrote:

Your melee groupmates need to use taunt to pull the aggros off you. Espeically if you have a swordmens, have them use the area taunts. Grouping is a must for CM and you need smart peeps to keep the aggros off you. It's just gonna take awhile before everyone gets use to it. But they do need to adjust the aggro issue alittle.



Obeu Lightingsky


lvl 24 Druid Healer.........uhm i mean lvl 64 CM






The problem is . . . They aren't supposed to agro us,





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Stile2112
Sat May 07, 2005 10:00 am
#4







genkii wrote:






Stile2112 wrote:

Your melee groupmates need to use taunt to pull the aggros off you. Espeically if you have a swordmens, have them use the area taunts. Grouping is a must for CM and you need smart peeps to keep the aggros off you. It's just gonna take awhile before everyone gets use to it. But they do need to adjust the aggro issue alittle.



Obeu Lightingsky


lvl 24 Druid Healer.........uhm i mean lvl 64 CM






The problem is . . . They aren't supposed to agro us,






Sorry, but that isn't the case. You take just as much risk in PvE as the next guy. Being a CM doesn't mean a free ticket to not being aggroed in combat. The problem is, the melee fighters are not holding aggro. It's not that they are not doing there jobs right, it's that the taunt actions are not working right.Plus to be truly effective, you need a swordsmen with area taunt to keep mulitpul mobs off the ranged and medic/CM/Doc people.


The big problem is that SOE is making this CU playjust like EQ2, But it's not working. In EQ2, my warrior (tanker) can taunt a single mob or area taunt multipul mobs with ease. If a mob aggroed another player, i could pull them back with area taunt. Taunt is suposed to generate hate against they one using the taunt. The more hate you generate in that mob, the harder it is for that mobs to pull aggro on somebody else. But even in EQ2, the healers are targets for aggro.


But i do believe the taunt system isn't working for us right now (bug).


Obeu Lightingsky



Message Edited by Stile2112 on 05-07-2005 10:01 AM

Message Edited by Stile2112 on 05-07-2005 10:09 AM







Adept Lightingsky
Shrouded Sun Empire -IMP-
Bernoullie2
Sat May 07, 2005 11:53 am
#5


Sorry, but that isn't the case. You take just as much risk in PvE as the next guy. Being a CM doesn't mean a free ticket to not being aggroed in combat. The problem is, the melee fighters are not holding aggro. It's not that they are not doing there jobs right, it's that the taunt actions are not working right.Plus to be truly effective, you need a swordsmen with area taunt to keep mulitpul mobs off the ranged and medic/CM/Doc people.


Even with Area Taunt I can out taunt any melee prof even TKM by healing. What is worse It deosnt agro just one mob, or even all the mobs that are attacking. I have seen Spray gain agro off of ALL mobs in the vicinity!! Even mobs that are 30m away and not fighting anything.


And its not a free ticket we want its a reasonable lvl of agro. 1 heal and everything agros you... Every time... regardless of how much dmg your other 7 group members have built up. I dont want it removed, I just want it reduced. Cut healing agro by 1/2 to start with...then make it so you only gain agro based on your largest heal when using Spray.

OhBuggah
Sat May 07, 2005 3:50 pm
#6



Regulation wrote:
getting killed 10 times in 40 minutes isn't fun....when i am needed to heal group members and when i do one bacta spray or bacta toss i get 5 agros on me and incap in 2 seconds...fix this





You shouldn't even be aggro'ing 5 mobs at the same time, especially if they're the same level as you. I could see it happening maybe once an hour where you accidentally aggro a whole nest, ... but doing it 10 times in 40 minutes is kind of recklessness on your part. Also, the combat guys in your group need to do a better job of pulling the aggro off -- taunting them, or hitting them harder.

It sounds to me that either you don't have a proper group makeup of professions, or you do have a proper group but they don't know how to play their professions correctly. Try to get one guy who can pull one mob at a time and the group can pick them off one at at time.

You need to let go of this pre-CURB mentality that haves you going in guns-a-blazing. It just doesn't fly anymore when you don't have 90% damage mitigating armor.
Willbaby
Sat May 07, 2005 10:27 pm
#7

i think u are missing the guys point, atm area heal is working like an area taunt , its nobody being reckless or melle group memebers not taunting , 1 area heal causes all mobs in the area to focus thir attention on you rather than the person they were origionaly attacking. its no fun and killing my pve atm




Alita'GSA
12pt Master(Very Bored) Weaponsmith.
[Alita']s Weapons - Imperial Outpost Talus @ Wp[-1960 2170]
Bionic
Sun May 08, 2005 5:23 am
#8

Even Improved Area taunt does not take enough hate from a Combat Medic who is consistently keeping his/her team alive. The single-target taunt is generally enough for me to steal one attack off of our CM before additional heals or damage brings the aggro back to the CM.

Regardless if this is the "intended" rate of aggro or not, I feel it is a little high.



'
Who decided every addition to SWG should be a rutabaga?

JediVulcan
Sun May 08, 2005 7:15 am
#9

I actually haven't had a problem as a CM with aggro on mobs that are hit a couple times by the tank. The thing to remember about being a CM is you have to let the main tank engage the enemy for a period before you start healing. If you start healing before they are well engaged in combat you risk having aggro everytime you heal. Just my experience.



Vulcan Okiwa
Combat Medic/Pistoleer Eclipse
toltol
Mon May 09, 2005 4:18 am
#10


Willbaby wrote:
i think u are missing the guys point, atm area heal is working like an area taunt , its nobody being reckless or melle group memebers not taunting , 1 area heal causes all mobs in the area to focus thir attention on you rather than the person they were origionaly attacking. its no fun and killing my pve atm




QFE even though I really like CM for group healing (the area heal is awesome for healing), this "feature" is what made me drop it.





Iba Rero / Diane Verough

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Quandry
Mon May 09, 2005 7:23 am
#11

heh for the mele taunts to work....THe mele guy would have to do NOTHING but taunt over and over...THey cant do enough damage to have the mob hate them more than the cm its just not possable the way the numbers are working. The damage to a target needs to develop more hate...at the moment it seems they dont realy care who hurts them just who fixes who they hurt.


And btw imo cm is uber solo with another fighting class. I use it to solo lvl 86 canyon krytes : )



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ljay
Mon May 09, 2005 10:56 am
#12

im mast swords, and when trying to kill mellichae, no matter how much i hit him, or taunted, if my group cm healed me, mel would instantly turn and kill him with one hit!! then run away


even after i had been bashing at him for a few minutes this would happen


Dutaan
Mon May 09, 2005 11:51 am
#13

Someone tellme why...


a medic healing generates a new aggro while

a commando using a flamethrower doesn't?



Yeah, I thought so.



Dutaan. My cybernetic hand only signs signatures in text format.
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