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Clerics + Aggro, wtf?

hopes1xhopes1x Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 49
edited April 2013 in The Temple
So I've noticed that I'm the center of the universe to mobs in Dungeons + Skirmishes, and sometimes I barely even drop one HoT on a tank 2-3 seconds after combat has started.

Am I doing something wrong here? Do I need to let tanks build more aggro or something? I find the lesser creeps almost always attacking me and the tank has a somewhat small cooldown for his AoE taunt.

Perhaps I'm overlooking something, feedback appreciated! I was playing until 5AM so I was practically a zombie by the time I logged off.. /emote dance_zombie !
Post edited by hopes1x on
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Comments

  • wolfsong84wolfsong84 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited March 2013
    I don't even have to heal before over half of them focus me. and then I'll be running around while the rest of the party is attacking them.... and the mobs are still going after me. >.> I'll do some more dungeon runs and see if I can make any sense of it.
  • iymalaiymala Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited March 2013
    I do not think there is a cleric out there that is not struggling with this at the moment. It is frustrating and unless you have an incredibly good tank which can hold 1 to 2 mobs max on them... the other 4 are still all over your ***. Combine that with random people who do not care about the importance of peels or any sort of CC... it turns into a cleric kite fest.

    I would bet this is equally frustrating for Guardian Fighters who are wondering why the hell they are there to begin with if they do not have enough threat to be effective.
    [SIGPIC][/SIGPIC]
  • wolfsong84wolfsong84 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited March 2013
    Besides feats, are there enchantments to reduce threat?
  • ogariousogarious Member, NW M9 Playtest Posts: 740 Arc User
    edited March 2013
    iymala wrote: »
    I do not think there is a cleric out there that is not struggling with this at the moment. It is frustrating and unless you have an incredibly good tank which can hold 1 to 2 mobs max on them... the other 4 are still all over your ***. Combine that with random people who do not care about the importance of peels or any sort of CC... it turns into a cleric kite fest.

    I would bet this is equally frustrating for Guardian Fighters who are wondering why the hell they are there to begin with if they do not have enough threat to be effective.

    Yep, driving us nuts to no end....
  • nepheriusnepherius Member, Neverwinter Beta Users Posts: 18 Arc User
    edited March 2013
    Well the problem is running, I just stay and pwn everything that attacks me, I always finish #2-3 in top dmg just .. don't leave home without "Chains of Blazing" and you will be all right :)
  • lanessar13lanessar13 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 8 Arc User
    edited March 2013
    Apparently, along with the aggro problem, gear isn't affecting heals, either. That certainly seems like a bug.
  • shildhuhnshildhuhn Member, Neverwinter Beta Users Posts: 4 Arc User
    edited March 2013
    I can barely hold aggro against my companion, as a guardian. So heals are definatly way to threatening.
  • iymalaiymala Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited March 2013
    lanessar13 wrote: »
    Apparently, along with the aggro problem, gear isn't affecting heals, either. That certainly seems like a bug.

    I tested this as well with +power gear. Heals are in no way scaling with gear at this point.

    The power to damage and heal conversion also seems very low, yet not affecting healing at least even with the low amount.
    [SIGPIC][/SIGPIC]
  • talonvortalonvor Member Posts: 6 Arc User
    edited March 2013
    Well they were having issues with this problem during one of the live streams and said they'd fixed it. (the aggro issues) They definitely jacked something up cause the aggro is ridiculous. There's really nothing you can do gear/feat wise to help it appears to be something they broke and haven't figured out how to fix yet.
  • prunetracyprunetracy Member, Neverwinter Beta Users Posts: 0 Arc User
    edited March 2013
    I just ran a skirmish and it seemed better, so hopefully it's been resolved. I'll try a dungeon later to see how that goes.
  • manzorianmanzorian Member Posts: 2 Arc User
    edited March 2013
    I have maxed out my Feats to reduce aggro & the threat/aggro in dungeons & skirmishes is outrageous. This is clearly a change from the last beta weekend. Plate classes aka tanks can't even hold aggro in this game. All the mobs make a dash to us before we can even get off any spells. Thank god for healing potions, but this seriously needs to be looked at before release.
  • vispilovispilo Member, Neverwinter Beta Users Posts: 1 Arc User
    edited March 2013
    Been playing with my wife all day. Me a cleric her a guardian warrior. There have been fights where I didn't even attack, cast a spell or anything... I Just stood there and watched her beat on the mobs. They STILL turn and come after me! It appears that just are very presence angers the mobs and makes them attack us. Threat on the cleric is seriously bad. I use one skill and everything in range turns to me whether I hit them or not.
  • juiceboxjunkyjuiceboxjunky Member, Neverwinter Beta Users Posts: 0 Arc User
    edited March 2013
    I completely agree. Throw in the fact that we only get 50 percent of our heals, and ouch. Who put the catnip in our pockets?
  • judgebanksloljudgebankslol Member, Neverwinter Beta Users Posts: 13 Arc User
    edited March 2013
    Personally I just tank everything, you get used to it after a while.
  • pineappleghostpineappleghost Member, Neverwinter Beta Users Posts: 26 Arc User
    edited March 2013
    You think you pull aggro. Channeling Divinity with Forgemaster's Flame onto a boss will make it love you forever especially if you have all your defense shred debuffs going on it.
  • frost168frost168 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited March 2013
    What people fail to realize is the MOBS are running their own "daily" events in each area. They get points for killing clerics thereby increasing their chance at cool rune stones and sigils ;) LOL


    I hope they fix this in time for launch. Was hoping to play a cleric. This might prove to be a tad too much.
  • asolarasolar Member, Neverwinter Beta Users Posts: 11 Arc User
    edited March 2013
    I an onboard with this, hope they fix it. Hell my rank 1 cleric companion is taking agro from me. I wantzz it back.
  • dradicdradic Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 16 Arc User
    edited March 2013
    talonvor wrote: »
    Well they were having issues with this problem during one of the live streams and said they'd fixed it. (the aggro issues) They definitely jacked something up cause the aggro is ridiculous. There's really nothing you can do gear/feat wise to help it appears to be something they broke and haven't figured out how to fix yet.

    Well then, lets not face the gods with stories of fear and woes of our demise but of our indifferent arrogance, idiocy and dignity! But before I face certain doom, I should look to hire more meat shields so that my impending death will be delayed for a moment or two!
    [SIGPIC][/SIGPIC]
  • evil713evil713 Member Posts: 8 Arc User
    edited March 2013
    as long as you dont use anything that heals, theres no aggro.

    does anybody see the problem with the first sentance? clerics heal! any healing we do turns us into the hottest peice of *** on the field.

    its not fun running around in circles waiting for the rest of the group to deal with the horde following you. and there was a guardian fighter in my group and a great weapon. we need hella less aggro, and most of my healing was via vampire-like healing.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited March 2013
    Posted this in the wrong thread so a little bit of copy/pasta for you guys.

    Clerics can sustain healing and mitigate incoming damage much better than any potion. Potions are still necessary for "oh <font color="orange">HAMSTER</font>" moments of spike healing.
    However, their heals really drop off in effectiveness at high levels, and the -50% to self healing + the wonky threat mechanic pretty much makes them dead meat past level 40.
    I understand that it was a little imbalanced at lower levels (previously clerics would never have to take a single potion before level 20 or 30) but I don't think this is a good solution. They should just alter the scaling for all healing powers for a little less at lower levels and a little more at higher levels. And seriously, who gives a <font color="orange">HAMSTER</font> if clerics are taking less 5cp potions for the first 4 hours of gameplay than another class - it was never worth taking the time to nerf.

    I'm convinced that the aggro mechanic is simply bugged, and no dev would be stupid enough to purposefully implement such a punishing mechanic for a class that can't block while simultaneously nerfing their self heals.
  • manzorianmanzorian Member Posts: 2 Arc User
    edited March 2013
    I hope & pray they fix it before release. The Cleric will be the only class I play at release. I really have enjoyed playing the class even w/ the outrageous increase in aggro this beta build.
  • labbblabbb Member Posts: 1 Arc User
    edited March 2013
    Not just cleric problem , my companion cleric steals agro constantly . I now have points in threat generation to try and keep agro . Im a guardian fighter .
  • iymalaiymala Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited March 2013
    My fiance is a Guardian Fighter and he tried to slot his skill that heals himself since healing seems to take so much agro.... no go. It is a cleric thing it seems lol.
    [SIGPIC][/SIGPIC]
  • viledeeds77#8676 viledeeds77 Member Posts: 393 Arc User
    edited March 2013
    The aggro on cleric's is very disheartening it is sucky at the moment and I hope they dial it back soon.
    [SIGPIC][/SIGPIC]
  • ceonnynceonnyn Member Posts: 28 Arc User
    edited March 2013
    It's not your fault, and it's not the tank's fault.

    Getting agro as a tank absolutely sucks and is not enjoyable for anyone else in the group.

    To be honest, it is more like gw2 right now where everyone just runs around and occasionally the boss may turn to hit the tank.
  • prunetracyprunetracy Member, Neverwinter Beta Users Posts: 0 Arc User
    edited March 2013
    I'm a level 24 cleric. The last two scenarios and dungeons I've healed I had no aggro issues whatsoever. I have taken the threat reduction feat (3/3). I think that before you get that feat, the threat scaling is way off. 6% reduced threat shouldn't make that big of a difference, I suspect the formula is messed up until the feat comes into play.

    If there are other clerics with 3/3 reduced threat getting mad aggro, I'd be interested to know, because for me the cleric works fine now (it didn't during the first dungeon at 16).
  • wolfsong84wolfsong84 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited March 2013
    So I did some more dungeons today (duh... wow, I'm mistress of the obvious). I deliberately hung back and let the rest of the party get in there with the mobs. Then I walked up and would aggro a couple merely by proximity. Then I would HoT one person, and this would draw aggro of the other mobs INCLUDING the one my heal-target had been fighting.

    I did this several times with similar results. The orc skirmish was beyond unbelievable, however; I had pulled aggro of ALL of them and was kiting them all in circles around the rest of my party members. They, meanwhile, were valiantly trying (and failing) to recover aggro. It was both hilarious and alarming as my cleric's heartbeat got louder and my screen got redder, and redder.... and I died. Several times. Just.... wow. (pot was on cooldown)
  • wolfsong84wolfsong84 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited March 2013
  • xaciusxacius Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 50
    edited March 2013
    Yeah. At least they are looking into it because at certain points is absurd in it's current state and I can see it being even worse end game if they don't do anything. I've also noticed that cleric heals are...well they are <font color="orange">HAMSTER</font> and the only thing I can think is healing isn't scaling with gear what so ever. When I have close to 6,000 hps at level 21 and my heals hot for 80..uhhh portable shrines are better healing mechanics in the current state so we shall see. This is what testing is for.
  • frost168frost168 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited March 2013
    prunetracy wrote: »
    I'm a level 24 cleric. The last two scenarios and dungeons I've healed I had no aggro issues whatsoever. I have taken the threat reduction feat (3/3). I think that before you get that feat, the threat scaling is way off. 6% reduced threat shouldn't make that big of a difference, I suspect the formula is messed up until the feat comes into play.

    If there are other clerics with 3/3 reduced threat getting mad aggro, I'd be interested to know, because for me the cleric works fine now (it didn't during the first dungeon at 16).


    That is part of the problem. at low levels, it's not that noticeable due to the mobs dying so fast. When u hit 35+ it's a completely different story. Almost as if u are playing two very different classes.

    Beta's previous to this, the cleric could have been said to be "OP" compared to the other classes, however, the community did not get to test this cleric against the higher level content. Beta 3, where this higher end content is being stressed, and the changes they made to the cleric, are proving very daunting. Not criticizing the cleric build as is and the way in which this new cleric type heals <I love it> but, it is generating more agro than typical cleric builds in other mmo's, where the cleric builds HUGE agro, and the tank taunts to keep the mob/mobs away from the cleric and the clerics sole purpose is healing. This MMO the cleric generates so much agro from doing low healing, it's rendering the class useless, except to run mobs around.

    I see a dungeon group being comprised of two rogues and three clerics. The rogues attack and kill the mobs, and the clerics play ping-pong with the mobs, pulling agro from each other until the rogues clear the room. Or, a group of just 5 rogues. Why bother with a cleric at all, just stock up on pots and devastate the room. The cleric won't be healing much passed the first wave of mobs anyways. After that, it's the conga line.
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