Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 27

Hybrid View

  1. #1
    Player
    Onshinn's Avatar
    Join Date
    Sep 2013
    Posts
    73
    Character
    Niniru Rui
    World
    Adamantoise
    Main Class
    Warrior Lv 100

    Help, Why do I lose aggro when healer cast regen?

    as said above, this happened when fighting Garuda(normal).
    pulled with tomahawk, then healer cast regen, my aggro died. why?
    and it was really hard to pull it back garuda, she was chasing healer around, and I have to keep running at both of them.
    Died like many times, one dps got pissed off and left. Dps's said is my fault.
    Am I doing something wrong? please help.
    (0)

  2. #2
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Regen healing and overhealing causes hate just like anything else.
    (1)

  3. #3
    Player
    CyanDvai's Avatar
    Join Date
    Mar 2011
    Posts
    266
    Character
    Cyan Dvai
    World
    Balmung
    Main Class
    Gladiator Lv 60
    don't have the healer cast regen when you pull, healers should know this anyways, but also make sure you click off regen before you pull.
    Healers should only be casting regen mid fight not at the start
    (4)

  4. #4
    Player
    Amilherix's Avatar
    Join Date
    Aug 2013
    Posts
    8
    Character
    Amilherix Herix
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by CyanDvai View Post
    don't have the healer cast regen when you pull, healers should know this anyways, but also make sure you click off regen before you pull.
    Healers should only be casting regen mid fight not at the start
    This. They need to wait before you establish the initial threat. It's nothing you're doing
    (0)

  5. #5
    Player
    Onshinn's Avatar
    Join Date
    Sep 2013
    Posts
    73
    Character
    Niniru Rui
    World
    Adamantoise
    Main Class
    Warrior Lv 100
    Alright, I see, Next time will instruct healers that, Thanks a bunch!
    (0)

  6. #6
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    The different healing powers have different enmity mods. Regen has an enmity modifier of 1. Cure has an enmity modifier of .5. Cure II and a lot of the bigger heals have an enmity modifier of .8.

    Barring Provoke on a target that you have absolutely no threat on while someone else has a crapton, Medica II is the highest enmity generating power *in the game*: it'll hit 8 targets for a potency 200 heal at a .8 modifier and then tick for 500 more over 15 seconds at a modifier of 1. That's 5280 enmity as spell potency *from a single 3 second cast*.

    No healer should cast Regen or Medica II *any time* close to an add spawning: 10 seconds before and after a new enemy enters combat is Medica II/Regen no-time. If a healer casts either of those spells during that time, that healer better expect to take more than a few hits to the face by ripping aggro off of the tank, regardless of how good the tank is at generating aggro. Even Shroud of Saints isn't going to do enough a lot of the time: they simply generate *too much enmity* for a tank to rip back.

    Most of the time that a healer rips aggro from a tank, it's not the tank's fault: healing generates aggro *really* efficiently, especially when it's AoE healing. A healer that heals indiscriminately is going to give even an *amazing* tank a helluva time.
    (10)

  7. #7
    Player
    Niadissa's Avatar
    Join Date
    Aug 2013
    Posts
    148
    Character
    Niadissa Nelhah
    World
    Lamia
    Main Class
    White Mage Lv 90
    As a healer I notice this too, I try not to cast regen towards the end of a fight, but because it does happen, tanks should also be in the habit of looking at there buffs before pulling, you may have a regen buff lingering from the last fight, and if you pull with that on, you may keep the mob that you hit first, but the other 2 are going straight for me lol
    (4)

  8. #8
    Player
    Tassos's Avatar
    Join Date
    Sep 2013
    Posts
    5
    Character
    Ezrick Al'gara
    World
    Siren
    Main Class
    Marauder Lv 41
    Quote Originally Posted by Niadissa View Post
    As a healer I notice this too, I try not to cast regen towards the end of a fight, but because it does happen, tanks should also be in the habit of looking at there buffs before pulling, you may have a regen buff lingering from the last fight, and if you pull with that on, you may keep the mob that you hit first, but the other 2 are going straight for me lol
    This will never happen. The enmity from all over-time skills is front loaded, meaning all enmity is generated at the time of casting and not over the duration.

    Quote Originally Posted by Onshinn View Post
    I'm going to try what i saw on another post about crit-berserked combo stuff. i watched every youtube video i could ever find for a war/marauder class. did exactly how they pull, position. I am still the worst tanker despite following what veterans do. ah nightmare..!
    I know the feeling. I don't take the game seriously enough and have friends rage at me occasionally for doing a crap job. All in good time eh?
    (0)
    Last edited by Tassos; 09-26-2013 at 11:13 PM.

  9. #9
    Player
    Addonex's Avatar
    Join Date
    Aug 2013
    Posts
    16
    Character
    Addonex Dei
    World
    Leviathan
    Main Class
    Marauder Lv 50
    It does nothing for ripping threat off of someone that isn't grouped with you (like FATE tanking).
    Hey Kitru, I too feel Provoke is only useful in the utmost extreme circumstances given the way it functions, and thus don't use it. But that said, I was curious if your above claim of how Provoke worked vs. players outside your own group was accurate, as I've never tested it myself.

    I bring it up because of the example of 'FATE tanking' you inserted at the end there. I recall the patch notes before launch noting that they made Provoke unusable in FATES (presumably to prevent people from griefing bosses by leashing them). So that in turn led me to wondering if your claim of how Provoke worked outside the group was accurate for all contexts and you just thought 'FATE tanking' to be a good example of where it might arise, or if it's possible the example you gave was the premise for why you believed that to be the way it functions.

    Addonex
    (0)

  10. #10
    Player
    Ikkeh's Avatar
    Join Date
    Sep 2013
    Posts
    2
    Character
    Ikky Moo
    World
    Odin
    Main Class
    Gladiator Lv 50
    Being a lalafel will play a big part in losing aggro as all your abilities will be doing 20/25% less enmity. If you check http://ventusinvictus.blogspot.com/2...din-guide.html it will give you a bit more info.

    Normally if I lose agro I will provoke + tomahawk x 2 or provoke + skull sunder/butchers block aslong as the combo is active. I never use provoke + heavy swing as it will just go back to the dpser/healer.

    Your rotation looks good but I nearly always Heavy Swing - Skull Sunder - Butcher's Block x 2 just to make sure. Otherwise if someone gets aggro whilst you're doing your dps combo it is a nightmare.

    Also you are opening with tomahawk i hope?
    (0)
    Last edited by Ikkeh; 09-27-2013 at 12:38 AM.

Page 1 of 3 1 2 3 LastLast