I was leveling with a star hatchling and it kept getting the aggro. I think its really sad when a hatchling with 181 matk is pulling aggro from a dwarf with 871 patk lol. We were fighting non aggro mobs.
Welcome to the world of people who finally realise that there is an aggro bonus on pets and servitors. :D
I love those lonely tanks who feel that no servitor could possibly hold aggro better than them (without owning a recharger's MP, cos that doesn't count).
Welcome to the world of people who finally realise that there is an aggro bonus on pets and servitors. :D
I don't think most people will...they'll probably assume the servitor is doing more damage and not pay enough attention to the HP bars to see that isn't the case.
My golem has almost twice the patk I do but when fighting buffalo slaves even if it isnt attacking sometimes they will stop attacking me and go after the golem. They normally say something like kill the weak first of something. I tested it out a few times and seems to be random. With my hatchling though after 2 or 3 bright bursts the poor guy gets the aggro.
On a raid with my old alliance, the tank died and the boss aggroed on the of the mages, who had been BTMing and got killed in one shot-- then the raidboss ran alllllll the way over to my area and went right for my Mirage. Meanwhile, the Mirage was somewhere around level 40-45 while the rest of the alliance were all +60.... conincidence? :D
I think they should eliminate the aggro effect for pets-- people don't want their pets being attacked. Its fine for servitors, who at least have reasonable Pdef-- if the aggro bonus didn't occur, summoner pre-52 would be drawing aggro from their servitors 80% more than they do now.
lord knows that would be helpful. as it is, I can't hold agro for more than a swing or three, and that is only if I attack first, and I get 2 hits in first. by the second hit my summon does, it has agro.
mind you, my summon is spamming shots, and I'm not, but still. it is a lot easier to heal me than it is to heal my summon.
lord knows that would be helpful. as it is, I can't hold agro for more than a swing or three, and that is only if I attack first, and I get 2 hits in first. by the second hit my summon does, it has agro.
You know, it occurs to me that this makes sense. Whenever I'm faced with multiple mobs, I always kill the weaker ones first. Why? Because they die quicker but still deliver damage. If I kill the tougher ones first, I take more damage in the long run.
I've done this since my PnP D&D days in the '70s.
I guess its the new AI. One would think why kill the hatchling doing 1 damage over the dwarf doing 300 damage. I think the AI could be tweaked a little. Other than that the AI seems ok.
SirElrohir wrote:
You know, it occurs to me that this makes sense. Whenever I'm faced with multiple mobs, I always kill the weaker ones first. Why? Because they die quicker but still deliver damage. If I kill the tougher ones first, I take more damage in the long run.
I've done this since my PnP D&D days in the '70s.
I found out long ago about this. When 3 mobs are attacking you, always leave resist mobs for last (either phys or magic resist). If there are any half HP mobs, go for them first and then work your way up untill you face the toughest ones last.
3 mobs... all 60, all hit for approx 150 dmg. One takes 5 seconds to kill, one takes 10, one takes 15. If you start with the hard one and work down, you'll spend 15 seconds with all 3 hitting you for a total of about 450 per turn. Work the other way, and you reduce their dmg output to 300 in 5 secs and 150 in 10.