Page 3 of 3 FirstFirst 1 2 3
Results 21 to 23 of 23
  1. #21
    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
    snip
    Unless it was patched early on in 2.2, I've seen no mention of anything regarding enemy behaviors specifically in that turn. The same issue is apparent (not to the same degree as T7 or T12, but it's still there) in more or less every turn past 5 - snakes, slugs, dreadnaught, add in Heavensfall phase, sons and daughters, nodes - that fixing it in only one turn is not only illogical, but doesn't really do anything about the problem unless they completely change how the core mechanic works.

    Everyone else here has said what I've said, and I've personally had no issues picking up adds in most instances when I decide that me tanking is a good idea. Know when it spawns, where it spawns, and be ready to pick it up as soon as you can target it.
    (0)

  2. #22
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Makado View Post
    If that was the case your healers would be getting wrecked because they would be first on hate list every time. I'm trying to get an answer on this compared to turn 7 because it used to be the same way. Our PLD said the same thing, it is exactly how 7 used to be until it was patched. Once you have hate established on you a mob may travel a very small distance if you were late. These take it to extremes.
    I read through the hotfixes twice, no mention of adjusting t7 in this regard. Don't really feel like combing through all the patch notes at this time though. Would be nice to know if there was or wasn't an adjustment at least.

    It's probably just lag, been seeing a lot of that lately especially the last few days. I never really had problems picking up adds in t7, though I've seen plenty of other tanks have the problem. It was really an issue all the way back in t4, had to flash the adds before they even spawned or else heals were dead. I don't think it's a bug.
    (0)

  3. #23
    Player
    Zeke_Anderson's Avatar
    Join Date
    Oct 2013
    Posts
    113
    Character
    Zeke Anderson
    World
    Hyperion
    Main Class
    Conjurer Lv 60
    If it's your WHM tending to get wacked he could try using med 1 after white fire hits then about 1 or 2 seconds after med 1 start to SS the MT followed by regen on MT. The add will have spawned with no HoTs ticking and the MT will be buffed for Revelation. Also after Regen hits MT it should be time to regen OT followed by a cure on MT to recover from Revelation.
    (0)

Page 3 of 3 FirstFirst 1 2 3