When running my Guardian, I have no real problems in dungeons or skirmishes holding aggro, even with Clerics in the party. My problem is with the Cleric companion, no matter what I do, I have a nightmare of a time pulling mobs off her, and she's not even max lvl yet.
[SIGPIC][/SIGPIC]
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sadwildebeestMember, Neverwinter Beta UsersPosts: 1Arc User
edited May 2013
If you're able to hold aggro it's most likely because the clerics in the group fixed their threat. For people that don't know, clerics need to take off all their gear and put it back on everytime they login to fix their threat.
[edit] maybe that trick will work with companions too?? Not sure.
If you're able to hold aggro it's most likely because the clerics in the group fixed their threat. For people that don't know, clerics need to take off all their gear and put it back on everytime they login to fix their threat.
[edit] maybe that trick will work with companions too?? Not sure.
Any actual testing on this? Or is it just the placebo effect?
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I dunno, but it seems that cleric aggro is absolutely insane right now.
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solresolMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
I consider my Healer Companion just a buffer to keep the adds busy. She's a tough one and shakes it off eventually after I drag her up off the floor
I'm wondering if the Agro also has to do with level? In EQ the agro system was hilarious (and smart), "kill the lowbie that shouldn't be in this dungeon first!" Considering my healer is level 8 and I'm 19 fighting level 20 mobs?
I'm not sure if this was how healing threat was intended to function, or if Cryptic really meant for clerics to tank and kite all the adds while guardian fighters run around hopelessly trying to tag a fraction of them off.
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sadwildebeestMember, Neverwinter Beta UsersPosts: 1Arc User
edited May 2013
It just makes the game miserable. There's no "strategy" solution due to how healing works - you have to be spamming your big aoe stuff constantly because you have no burst healing and almost no single targeted heals so it's critical you mitigate dmg constantly. You need to tag mobs with seal, you need to have astral shield down all the time, you need to drop hallowed ground frequently, and you need to spam the non-divine version of sunburst (or whatever aoe you prefer) to keep Divinity charged.
Perhaps the weird fix is just placebo effect, but regardless - threat is so broken right now. I can run to the tank all day, but he can't get them off me and I can't just stop casting astral shield/seal because that's nearly 100% of my contribution to the fight and without those 2 skills up, everyone dies.
With feats and a yellow slot devoted to threat reduction (something like -50%) , I should be seeing some effect.
At this point, it seems it would be better to have three dps people and then two clerics geared as tanks to handle most content rather then a cleric getting chased all over the place (which negates his biggest spell, astral shield) and a tank being 100% useless.
Healing is already a challenge in this game due to the fact that you have no burst to account for a mistake and you rely heavily on the other 4 people to use their pots and not stand in things. Now add in 10 trash mobs chasing you non-stop... I expect we will see a significant shortage of healers in the ques.
Comments
[edit] maybe that trick will work with companions too?? Not sure.
Is that trolling or actually accurate?
I'm wondering if the Agro also has to do with level? In EQ the agro system was hilarious (and smart), "kill the lowbie that shouldn't be in this dungeon first!" Considering my healer is level 8 and I'm 19 fighting level 20 mobs?
Do you have a cleric? If so, you can do it yourself. It's pretty noticable. To the degree to which I really don't think it's a placebo at work.
Here's the original post made by mewbrey on the cleric forums:
http://nw-forum.perfectworld.com/showthread.php?207641-Fix-for-cleric-threat
I'm not sure if this was how healing threat was intended to function, or if Cryptic really meant for clerics to tank and kite all the adds while guardian fighters run around hopelessly trying to tag a fraction of them off.
Perhaps the weird fix is just placebo effect, but regardless - threat is so broken right now. I can run to the tank all day, but he can't get them off me and I can't just stop casting astral shield/seal because that's nearly 100% of my contribution to the fight and without those 2 skills up, everyone dies.
With feats and a yellow slot devoted to threat reduction (something like -50%) , I should be seeing some effect.
At this point, it seems it would be better to have three dps people and then two clerics geared as tanks to handle most content rather then a cleric getting chased all over the place (which negates his biggest spell, astral shield) and a tank being 100% useless.
Healing is already a challenge in this game due to the fact that you have no burst to account for a mistake and you rely heavily on the other 4 people to use their pots and not stand in things. Now add in 10 trash mobs chasing you non-stop... I expect we will see a significant shortage of healers in the ques.