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A.G. Turner a écrit :
> "Thomas J. Boschloo" <nospam@hccnet.nl> wrote in message
> news:4316e01b$0$11066$e4fe514c@news.xs4all.nl...
> > Just something I started wondering about; If the tank is being
> > (co-)attacked by a ranged fighter, can he hold the aggro in case the
> > tank gets healed a lot?
> >
> > I am assuming the ranged mob is at the edge of its firing range,
> > firing/casting from there at the tank.
> >
> > tia,
> > Thomas
>
> I venture into dangerous territory here, but from my druid's experience,
> unless the tank has gotten close to melee range of a mob, as soon as I heal
> him/her, the mob will turn on me. This happens not just sometimes but
> always. I have formulated the opinion, based on bearform and what I have
> seen, that a tank (Warrior) must get close to melee range in order to use
> his/her taunts. I know there are a couple of AoE taunts available with
> relatively limited range, not enough to taunt a ranged attacker (whether
> spells or physical ranged attacks) near the edge of their ranged distance
> from the tank (Warrior). I still haven't figured out if Pallies have a
> taunt ability other than pure damage, so I can't speak meaningfully about
> them. I know a Druid in bearform needs to get near any mob he or she
> intends to taunt. Likewise a Hunter's pet must be within melee range to
> taunt mobs with Growl.
>
> For tactics, the tank should "gather up" all activated mobs (pull melee mobs
> to within melee distance of ranged attackers) and do various "taunty" things
> to them including Sunder Armor and such before the healer sends in a heal.
> The magic number seems to be something like a slow count to 6, or watch for
> Sunder Armor on each mob. Even then things go wacko if you have a group and
> a dps class or 2 drag aggro off the tank. Then you are throwing heals at 2
> or 3 players which moves you right up all the mobs' hate list. Pretty soon
> only the thing the tank (Warrior) is actually fighting will stay put. The
> rest will be greeting you in various ways you'd prefer not to be greeted.
>
> Hope that Helps and Happy Healing!
Great advices.
First job as a healer: step back and watch the fight. Watch all mobs
with care, and make sure that all of them were hit at least once before
doing *anything*. Your aggro from spells is low, but it's very, very
widespread. Even Demoralizing Shout (instant AOE that reduces attack
power) is enough to keep all afflicted mobs off the healer.
Wait, wait until you're 100% sure that you won't attract a mob on you.
If the ranged mob is ignored by the poor tank, you can accept to heal
anyway in only one situation: if the ranged mob is a spellcaster. And
be ready to heal yourself (spells deal the same amount of damage
regardless of armour), because the mobs will attack you.
If you see adds, patrol, or anything, stop healing. Take your time and
announce the patrol: if you heal at that point you'll have all of them
on you. Aggro management = teamplaying. Great warriors will have
troubles tanking with poor healers and damage dealers. Great
healers/damage dealers will have troubles surviving with poor tanks.
Medium-class tank, damage dealers and healers already make a decent
team.
I'm curious about paladins and the way they deal with aggro. I'd like
to try playing a level 60, just to see. My guess is:
1) proximity pull
2) seal himself (improved threat) (AOE aggro)
3) get a few hits on self, throw an AOE attack...
4) big heal himself (AOE aggro)
5) "taunt" the enemies off of teammates using blessing of protection on
them?