Doctor Archive
Thread: Why The Agro
TheTemplar wrote:
A small example of what is borked with healing, this happened last weekend:
Recently I did nk-necrosis with my doctor / combat medic. We cleaned out his helpers and started attacking him. I stood at a safe distance watching my friends fighting. We had a jedi tank who didn't need much attention but suddenly, abit into the fight, a swordman started to take damage. Naturally I sprung into action. Idid bacta toss on him, healing for 1200 or so, he was pretty safe. Now after just this single bacta toss NK-necrosis goes out of his way to me and attacks me. I hadn't done anything but throw this single bacta toss and for some reason it was enough to give me aggro even though my friends had surely had enough time to do several times that in damage. Necrosis killed me instantly.
Lying on the floor, 20s or so pass I decide that I should use my self-rez ring because I didn't know if I get loot if I'm dead. So I use it. Thesecond I'm alive necrosis goes out of his way and smacks me down again. So, for some reason I was still at the top of his threat table even though he was down to 10% of his health and I hadonly used a single heal.
Wow now that is a tale of woe. /wookieehug
What I learned this week: When anything looks like a tick, just avoid it. They attack like 40 at once, regardless of planet, regardless of level. My guild's tanks are excellent, but they can't make a plethora of ticks leave me alone.
I am not a Mr.
(but that's an innocent mistake)
If you are in a position that you are in range of more than you wish to have the group engage in battle with, then you have chosen the WRONG spot to pull to, and that isn't an innocent mistake, it's a stupid and/or lazy one. Find the spot. It exists. At least everywhere I've been to, Lok included, has had something A) In range of pulling the desired beast and B) Safe from the paths of others.
The error here is that I'm talking about controlling the pull, the choice of battleground and the battle itself. Vastly preferable to just letting $#^! hit the fan and dealing withwhatever occurs.
I don't recall and use of droids for pulling at any time. Maybe that would help.
Aggro CAN be controlled by careful selection of who/what/how/where and when you fight. All 5 matter, and to ignore any of them will certainly lead to uncontrolled aggro, which will lead to at least incaps if not trips to the cloner. The tactic you outline will draw aggro, because you're overpulling, whether it's because you're too close to paths where mobs can see you and aggro, or your group is a bunch of clueless wonders (not saying this particular one is, actually sounds like a poor choice of spots to pull to) things will get chaotic. I can promise you that as well.
There are things wrong with the Hate list. We do move up them faster here than in other games I play. Our names remain there until damage done exceeds healing done, or we visit the cloner, Incap is NOT enough to wipe the hate list. Why should it be? Wouldn't we, after 'killing' a mob, go ballistic to see it rise and present a threat all over again? Some mobs do have an apparent propensity to Hate healers more than others, but that makes a degree of sense too.
Kimos are cake compared to some of the things I've been involved in, but the engine down the road at EQ let's us form a raid. Then we go after something where the tank's group consists of them sleves, buffed to the gonads with everything we have to give, and as many as 4 top notch healers rolling in rotation so that the 15K of damage is completely healed every 2-3 seconds. This group is followed by several more, usually mostly ranged damage dealers and pet classes, and each of those groups usually has a dedicated healer. (Yes , they're all essentially the dsame games) And Gods pity the poor slob if it takes longer to destroy it than the healers mana(mind) lasts... because then you get tank dead, followed by healers, followed by everyone who wasn't smart enough to head for a zone line as soon as the healers started OOM calls. And it's a time consuming process to rez 72 people and start again. Aggro can be managed. really, I promise.
It takes some learning. this is what the SWG world is missing. They've uoprooted all we could believe in about 'the way things work' and it will take a while to get to the point where everyone once again knows 'how' things work. Zerging doesn't. Sloppy pulling doesn't. Bad pull points doesn't. Won't. doesn't anywhere, why should it here?
Message Edited by Kyeithn on 06-10-2005 09:36 PM