View Full Version : arrgo
SamusNerd
10-24-2007, 10:28 PM
i hear many ppl saying that end clerics like me dont get arrgo,can anyone take the time and please explain to me what arrgo is and why cant end clerics use/get it?
Xanthros
10-24-2007, 10:34 PM
i hear many ppl saying that end clerics like me dont get arrgo,can anyone take the time and please explain to me what arrgo is and why cant end clerics use/get it?
Whoever told you that END clerics can't get aggro.. is lying to you. Aggro means you're the target of an aggressive attack (if you're close to the NPC, they will attack you whether you touch them or not) by 1 or more NPCs that wish to kill you. You can definitely get it, and it can be quite deadly just the same if you're not prepared for your surroundings.
My .02,
X-
Kholai
10-25-2007, 03:46 AM
Grabbing aggro is surprisingly easy for a cleric who knows what they're doing. Yesterday I even managed to grab aggro from the tank, the two damage dealers and the backup fighter.
I didn't mean to, and almost died because of it, but man that was awesome.
The traditional gaining of aggro is either by proximity (being close to a grumpy monster will increase their aggro to you), or by damage, if you hurt a monster, you will increase their aggro to you.
However, every heal or buff of a monster's target generates a level of aggro - monster aggravation - towards the cleric. If a cleric has full cooldown reduction on their heal and uses it as quickly as possible, then this level of aggravation rises swiftly.
By combining this with damage from Bash and normal attacks (or even just normal attacks), a cleric can increase the level of monster aggravation towards them over the level of whatever the monster was attacking. I call this stealing aggro. By maintaining this pattern, a cleric can hold aggro.
The problem people are referring to is the fact that the cleric's damage is the worst in the game. They cannot deal more damage to an enemy than any other character, so they can't steal aggro in a traditional way, especially if another character continues to attack the monster in question. This is, as demonstrated above, a fallacy, and insane clerics like myself abuse the way the game really works to hold aggro on ourselves much like the fighter's kick skill.
Hope this helps clear up some of your questions about clerics and aggro.
Doncer
10-25-2007, 06:22 AM
Something else he forgot to mention. At higher levels it takes a TON of mana to gank aggro and hold it. About the only time you'll be able to take aggro and keep it after 4x is when you're spam healing a tank who is AoEing with devastate against a larger number of monsters than the tank can truly handle.
A lvl 50 tank that pulls 3 trumpy you'll almost never gank the aggro off them since you don't need to heal as much at a time nor as quickly. A lvl 50 tank that pulls 5 trumpy you're spamming the max lvl heals as fast as you possibly can and slipping in rejuves and still watching their health slowly reach less and less full from each recast. After a few casts of this spam say hello to the mob choosing to attack the cleric instead.
UrDrago
10-28-2007, 11:55 PM
Confused...:o
I understand that the cleric can steal aggro by heal spamming, I understand that proximity to the beast increases the possibility of this happening, I understand that tapping the beastie with your stabby-stick will further make him likely to jump on your head.
I DO NOT undetstand which act of healing causes the aggro shift. If I was spam healing the fighter tank, is yon beastie more likely to switch to me, or stay on the fighter?
I suppose the question is this: which causes the increase in aggro? The act of casting heal, or physically regaining hp.
If the act of casting causes the aggro boost, then the beastie will try to eat the cleric.
If it is the HP regain, then spam healing would just keep aggro on the person being spam healed, and as such, not likely to try and eat the cleric.
Anyone with the answer... it is much appreciated!
Andromeda
10-29-2007, 12:05 AM
If the main tank spams snearing kick you wont get aggroed at all. Problem with it though is the tank loses SP pretty quickly by spamming it non stop
Mobs are more dangerous since you have to use mock to aggro them and Mock has a Higher Cooldown than snearing Kick. So the tank cant always keep aggro on himself/herself
This is why its a good combination to alter between Kick and Mock but doing this you will drain SP faster than clerics do.
Doncer
10-29-2007, 01:55 AM
Like Andromeda said.. aggro of the monsters has a certain limit. Each time the tank causes damage to a monster the limit of aggro needed to overcome increases. Each time the tank stuns or in any other way uses a skill on a monster the limit of aggro needed to overcome increases.
In a situation where the fighter only has one monster to look after its pretty easy for them to retain the aggro since they are constantly doing damage to it as well as the taunts. However in a situation where a fighter is fighting multiple targets, unless said fighter constantly changes which target he is mainly facing the off-target monsters do not constantly increase in aggro limit from the attacks. The only thing keeping them on the tank is the tank's area attacks or area stuns or area taunts.
Meanwhile every single time a cleric casts a spell ANY spell it acts like an area attack in that it slightly raises the aggro limit on every single nearby monster. Eventually the cleric's "area attacks" outnumber the initial "area attack taunt" of the fighter and the monsters (all except the one the fighter mainly was fighting) swarm over onto the cleric. Of course if the fighter is fast enough and smart enough they can immediately do another area attack or area taunt and pull monsters back onto them again, but its only a matter of time until they go back after the cleric unless enough of them die that the cleric doesn't have to cast as fast.
As for exactly what part of the cleric casting spells causes the most trouble the casting itself or who the target is.. the answer is actually both, but more the target.
Let's say as an example the tank has 5 on it and you're as far away from it as can be and still cast and at the same time an off-tank of some kind has 2 on it that you're right next to there. The off-tank with 2 has sufficient def and hp that they're safe as long as they periodically hp stone so you're concentrating on the main tank that's being pounded hard. You're doing everything you can to keep the tank alive.. spamming max of spells in something along the lines of heal,rejuve,heal,heal,heal,heal,restore,heal,heal, heal - somewhere in there you're going to pull the off-target monsters off that maintank... probably along the time of the third or fourth heal cast if you've skill empowerred cd reduction. However the off-target monster on the off-tank will not aggro you at the same time. Before the monsters could reach you the main tank re-mocked them and you're safe for a few more casts. You'll probably acquire the aggro of the off-tank's off-target monster however somewhere around the fifth or sixth heal spell cast during that spam even though you haven't healed it once simply because your body's aura of "attacks" finally triggerred it. Unless you have a ton of def and hp you're in trouble now since around about the time of the seventh or eigth heal cast the rest of the main tank's aggros will come to you and you'll already have one from the off-tank on you.
I used that as an example but something similiar actually happened to me once. Our group was right next to another group, the tank for the other group ended up being practically touching me and even though I was only healing my party's tank I actually acquirred the aggro from that other party's tank simply from my closeness to it and my constant spamming of skills on my party member.
BTW? I have a feeling this will hold true for all classes. Any class that spams skills constantly (mainly clerics and mages) will probably have to deal with this double-sided aggro situation.