Why are Cryptic devs unable to grasp this basic concept? DC has to be the worst designed class in the history of class based games. As if 'Righteousness' was not sufficiently bogus.
Why are Cryptic devs unable to grasp this basic concept? DC has to be the worst designed class in the history of class based games. As if 'Righteousness' was not sufficiently bogus.
I've just tried a respec with 3/3 Threat reduction, I also have 3 points in Sooth if I want to slot it. If you start with a non-healing Astral Shield and hold your horses for a while until people actually need healing, you can become like a ghost in battles.
Adds just slip right off too just by walking near someone else.
If you are having that much trouble with aggro I would suggest either you engage a little too early or someone else let you down. It's not the Cleric's job to deal with adds.
I have no threat reduction at all and have zero problems.
ALL other classes make more threat than a DC, they just have to actually hit the mobs.
For example a Sentinel GWF 3k GS below me can hold the threat against my agro.
CW and TR with threat reduction feats and 2-3k GS below me can hold the mobs vs. me.
GF 5k GS below me doesn't have the slightest problem holding mobs vs. me.
BUT! no amount of threat reduction helps if an add spawns and your heals are the only threat towards it.
Needless to say, the conclusion is that if you have agro on you, your team fails greatly.
In these cases, if it's a melee add, walk to the pack that is being AoE dmg-ed by your group, or if it's a ranged add, try to either bump it into the pack or walk to the far side of the pack until the ranged mob reaches the pack while it's trying to follow you.
DC threat is in fact too small at the moment. No matter how much I heal and dmg, I can't overagro anything that is being hit by any party member even when they are 3-4k GS below me. This should not be possible without any threat reduction feated/slotted.
It's fine, I'm not saying it's game breaking (why the hell would I want to get agro as a healer, right?), but it is badly balanced.
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fathomfulMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 207Bounty Hunter
edited July 2013
Yea like stated you should not have any threat issues.
If you are it is because adds are not being managed right, or you are throwing out heals too early in a fight.
Even if you do get aggro by some adds you can either tank them if they are light adds (yes a DC can tank adds to a point) or you do the proper MMO thing and take them to the right place. DC's can kite very well (with exception to archers which are something you can tank). If the adds need to go to the CW then take them there. If they need to go to the tank, then take them there.
I used to PUG quite a bit so took 3/3 aggro reduct + soothe. When i started guild runs i ditched soothe and i think slotted only 2/3 aggro (extra points) and never looked back.
I also realized at some point that i didnt need to be a glass cannon healer, there is no point to it. I ditched a bunch of stats to pick up more defensive stats. Helped a lot and my healing still works just as good.
Actually GFs have a feat that gives them higher threat just by being there. As long as you were not using burst heals at the time the adds spawned then a good GF can pull aggro away from you easy.
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If you are having that much trouble with aggro I would suggest either you engage a little too early or someone else let you down. It's not the Cleric's job to deal with adds.
This. I stopped queuing for dungeons or skirmishes in the 40-52 range (52 now, might attempt to queue for some later) because people stopped killing adds in boss fights for some reason.
Comments
I've just tried a respec with 3/3 Threat reduction, I also have 3 points in Sooth if I want to slot it. If you start with a non-healing Astral Shield and hold your horses for a while until people actually need healing, you can become like a ghost in battles.
Adds just slip right off too just by walking near someone else.
If you are having that much trouble with aggro I would suggest either you engage a little too early or someone else let you down. It's not the Cleric's job to deal with adds.
ALL other classes make more threat than a DC, they just have to actually hit the mobs.
For example a Sentinel GWF 3k GS below me can hold the threat against my agro.
CW and TR with threat reduction feats and 2-3k GS below me can hold the mobs vs. me.
GF 5k GS below me doesn't have the slightest problem holding mobs vs. me.
BUT! no amount of threat reduction helps if an add spawns and your heals are the only threat towards it.
Needless to say, the conclusion is that if you have agro on you, your team fails greatly.
In these cases, if it's a melee add, walk to the pack that is being AoE dmg-ed by your group, or if it's a ranged add, try to either bump it into the pack or walk to the far side of the pack until the ranged mob reaches the pack while it's trying to follow you.
DC threat is in fact too small at the moment. No matter how much I heal and dmg, I can't overagro anything that is being hit by any party member even when they are 3-4k GS below me. This should not be possible without any threat reduction feated/slotted.
It's fine, I'm not saying it's game breaking (why the hell would I want to get agro as a healer, right?), but it is badly balanced.
If you are it is because adds are not being managed right, or you are throwing out heals too early in a fight.
Even if you do get aggro by some adds you can either tank them if they are light adds (yes a DC can tank adds to a point) or you do the proper MMO thing and take them to the right place. DC's can kite very well (with exception to archers which are something you can tank). If the adds need to go to the CW then take them there. If they need to go to the tank, then take them there.
I used to PUG quite a bit so took 3/3 aggro reduct + soothe. When i started guild runs i ditched soothe and i think slotted only 2/3 aggro (extra points) and never looked back.
I also realized at some point that i didnt need to be a glass cannon healer, there is no point to it. I ditched a bunch of stats to pick up more defensive stats. Helped a lot and my healing still works just as good.
This. I stopped queuing for dungeons or skirmishes in the 40-52 range (52 now, might attempt to queue for some later) because people stopped killing adds in boss fights for some reason.