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  1. #1
    Player
    Makado's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    516
    Character
    Makado Kitase
    World
    Excalibur
    Main Class
    Gladiator Lv 60

    Turn 12 and 13 bug?

    So remember how in Turn 7 the adds would spawn and no matter how fast you grab them they would run halfway across the map? Well the same thing is happening in 12 and 13, the Bennus in 12 and the Scourges in 13 ( we have only been to the third one so far) even when hit the instant they are targetable run off and sometimes even hit a healer.

    Please fix this as you did with Turn 7 please! It is really annoying and I'm not sure how you missed that these adds act the same as 7 did before it was fixed. Thank you.
    (0)

  2. #2
    Player
    Barboron's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    630
    Character
    Bar Boron
    World
    Odin
    Main Class
    Marauder Lv 80
    That doesn't happen in T12 for myself unless I am just slow to pick up the adds.
    (1)

  3. #3
    Player PArcher's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    2,580
    Character
    Kytre Ashaer
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Barboron View Post
    That doesn't happen in T12 for myself unless I am just slow to pick up the adds.
    This is true for me as well. My whm even has Med2 and regen up when they spawn.
    (0)

  4. #4
    Player
    Remn's Avatar
    Join Date
    Aug 2013
    Posts
    447
    Character
    Kizuna Astin
    World
    Cactuar
    Main Class
    Pugilist Lv 50
    it happen sometime with my group.
    our usual suspect is EOS.
    sometime WHM might pull it if he/she just finish casting big AOE heal right when add spawn.
    (0)

  5. #5
    Player
    Makado's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    516
    Character
    Makado Kitase
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    The point I'm making is that even after I get aggro on them because they first had aggro on a healer they continue to them even though I have hate. That's fine if your healers just happen to not have healed or whatever, but it is the same concept as what was going on in Turn 7 which they acknowledged and patched.
    (0)

  6. #6
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    It's basically an issue where the first person to get hate on a freshly spawned enemy will have that enemy run over to them, smack them once, then run back to the tank. If you hit it while it's still buffering (aka before it becomes ~active~) then it won't run over to the healers. Haven't actually tested it, but much like the dragons in T5, if you pop a CD it generates a small amount of hate - so potentially a solution is to pop a CD as it spawns and then use your combo'd Savage/Skull Sunder/etc. Of course this won't take hate over Med 2 ticks, but it will give you initial aggro if nothing happened before the CD is popped which should keep it in place. If not, I suppose it's just about not healing until after the add spawns... not the best solution but could be the only option.
    (0)

  7. #7
    Player
    Cyrus-Wallace's Avatar
    Join Date
    Aug 2013
    Location
    The Mists
    Posts
    1,357
    Character
    Lucille Wallace
    World
    Siren
    Main Class
    Paladin Lv 90
    How are you pulling hate on adds though?
    (0)

  8. #8
    Player
    gamesmart's Avatar
    Join Date
    Aug 2013
    Posts
    525
    Character
    Marcus Deston
    World
    Behemoth
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Makado View Post
    The point I'm making is that even after I get aggro on them because they first had aggro on a healer they continue to them even though I have hate. That's fine if your healers just happen to not have healed or whatever, but it is the same concept as what was going on in Turn 7 which they acknowledged and patched.
    I don't remember them patching anything about it - this is something in the fundamental mechanics of the game as a whole, not just a certain fight. You have to hit them fast before they fully register a healer as having aggro - Rage of Halone or Butcher's Block is too slow to do this, and you need Provoke for the tank swap, so use a combo'd Savage Blade or Skull Sunder for that quick hit.
    (0)

  9. #9
    Player
    Cyrus-Wallace's Avatar
    Join Date
    Aug 2013
    Location
    The Mists
    Posts
    1,357
    Character
    Lucille Wallace
    World
    Siren
    Main Class
    Paladin Lv 90
    Quote Originally Posted by gamesmart View Post
    I don't remember them patching anything about it - this is something in the fundamental mechanics of the game as a whole, not just a certain fight. You have to hit them fast before they fully register a healer as having aggro - Rage of Halone or Butcher's Block is too slow to do this, and you need Provoke for the tank swap, so use Savage Blade and Skull Sunder for that quick hit.
    And I might add, in case of Paladin, using OFF-GCD skills like Circle of Scorn or Spirits Within to fill that time/delay between Savage Blade and Rage of Halone. This way I build a solid emnity on the adds.
    (0)

  10. #10
    Player
    axemtitanium's Avatar
    Join Date
    Jul 2012
    Posts
    990
    Character
    Titania Basilikos
    World
    Hyperion
    Main Class
    Thaumaturge Lv 100
    Sounds like you're just not picking them up fast enough. They're targetable by aoe attacks like Flash and Overpower (and show up in the enmity list) for at least a second before they complete their "spawn" animation which is when you should be doing something to pick them up before they go munch on a healer.
    (0)

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