Yes but also means you now need to have a GF unless your entire team wants to play the kiting game which make a lot of the dungeon runs a bit more difficult. It was easier when DC kept aggro and kite all day because of 100% threat. Now, the dungeons will require kiting from everyone and a really good GF.
Yes but also means you now need to have a GF unless your entire team wants to play the kiting game which make a lot of the dungeon runs a bit more difficult. It was easier when DC kept aggro and kite all day because of 100% threat. Now, the dungeons will require kiting from everyone and a really good GF.
dont think so ,think it will be still cw,dc+tr teams for epics and they didnt blocked 1shot ads kills from cw and dc when use knock back gf or gwf dont heave any real good knock back so they will still make epics a lot harder and slower
dont think so ,think it will be still cw,dc+tr teams for epics and they didnt blocked 1shot ads kills from cw and dc when use knock back ,and gf or gwf dont heave any real good knock back so they will still make epics a lot harder and slower
They probably don't show things that they deem as exploits in the patch notes as everyone will abuse them before the patch comes out on Live. You aren't going to have the leisure of keeping aggro together especially having the problem where your TR gets swarmed by adds. Your CW isn't going to keep all that up. It is easier to control adds at one location rather them being uncontrolled.
They probably don't show things that they deem as exploits in the patch notes as everyone will abuse them before the patch comes out on Live. You aren't going to have the leisure of keeping aggro together especially having the problem where your TR gets swarmed by adds. Your CW isn't going to keep all that up. It is easier to control adds at one location rather them being uncontrolled.
i still think cw will be new main tank and ppl will still make tr,cw dc epics teams
well, I play DC and at least Im going to say thank you for "Astral Shield: The shield circle will no longer sometimes disappear when projectiles pass over the center." which is not so "sometime" if you fight a dragon
The wording is ambiguous since the majority of enemies head straight for the cleric and I am not exactly seeing the math behind the statement.
I am hoping they mean when you generate 100 pts of healing aggro against 5 enemies it is no longer 100 each, and instead is 20 each, which would be a game changer.
the way its worded however looks like there is mathematically zero change. since they say it lowers overall aggro I am assuming it was just poorly worded. ie. 100x5/5 = 100 each still
anyhow, I will be more curious to see if a GF can actually survive after the change.
GF still take quite a bit of damage when they are facing a large number of enemies, or just several heavy hitters. The guard meter is not infinite.
Clerics healing ability is actually rather poor and the GF damage intake can easily be higher than the clerics healing output ability.
Since GF don't have a dodge type ability they lack the ability to kite.
I think it's going to take more than just aggro mechanics to fix the group dynamic including guardian tanks.
Comments
dont think so ,think it will be still cw,dc+tr teams for epics and they didnt blocked 1shot ads kills from cw and dc when use knock back gf or gwf dont heave any real good knock back so they will still make epics a lot harder and slower
They probably don't show things that they deem as exploits in the patch notes as everyone will abuse them before the patch comes out on Live. You aren't going to have the leisure of keeping aggro together especially having the problem where your TR gets swarmed by adds. Your CW isn't going to keep all that up. It is easier to control adds at one location rather them being uncontrolled.
i still think cw will be new main tank and ppl will still make tr,cw dc epics teams
I am hoping they mean when you generate 100 pts of healing aggro against 5 enemies it is no longer 100 each, and instead is 20 each, which would be a game changer.
the way its worded however looks like there is mathematically zero change. since they say it lowers overall aggro I am assuming it was just poorly worded. ie. 100x5/5 = 100 each still
anyhow, I will be more curious to see if a GF can actually survive after the change.
GF still take quite a bit of damage when they are facing a large number of enemies, or just several heavy hitters. The guard meter is not infinite.
Clerics healing ability is actually rather poor and the GF damage intake can easily be higher than the clerics healing output ability.
Since GF don't have a dodge type ability they lack the ability to kite.
I think it's going to take more than just aggro mechanics to fix the group dynamic including guardian tanks.