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Grouping and aggro for a Paladin?Follow

#1 Jul 13 2006 at 2:00 AM Rating: Decent
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128 posts
I'm running as a 20th in a group with a necro 27th and a fury 24th. Occasionally I lose aggro if the necro isn't careful. Huge nuke steals focus and I have to fight to get it back. I've found that Blinding Rays followed by Incite followed by a Bash rings up enough hate but that takes forever, and the mob is about dead by the time I hold aggro again.

Does anyone have any suggestions for a quicker way to pull focus again?
Do fighters, Paladin's specifically, level slower than other classes?
#2 Jul 13 2006 at 6:23 PM Rating: Decent
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1,246 posts
High levels of damage by other group members are always likely to draw agro away from the tank. Your necro needs to ease off a bit if possible Smiley: wink Maybe stick with smaller nukes unless there's a problem.

I'm pretty sure we all level at the same rate in this game.
#3 Jul 13 2006 at 6:47 PM Rating: Decent
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128 posts
Thanks for the feedback Bluie Scholar. I was pretty convinced that the difference in levels was the primary problem and that having the back up ease off would help.

As far as the leveling goes...I had read in one of these threads that there was some question as to the equality of leveling, but that didn't make much sense. I must just be slow, or playing a lot less than the other members of my group, we all started about the same time.

Thanks again!
#4 Jul 15 2006 at 12:38 AM Rating: Default
Blinding Rays is good mostly because it hits target encounter with agro and adds a bit extra with that Divine Debuff to the point where smaller AEs, heals, and other misc spells don't pull the entire encounter off you.

Incite is much more effective at single targets, however, and the hate continues to build, so for the most part that is the taunt you'll want to be depending on the most.

Bash is AMAZING for adding some extra agro in, especially in a jam.

Don't forget though that as a paladin you're not so bad off with your own DPS spells. Try to match the same % as the Fury's mana. If he/she's got more mana than you, well burn up extra on damage. For encounters of 3 or more, your 2 AEs are great for giving an even bigger agro buffer on the encounter as a whole, and work very well when directly following a Blinding Rays which debuffs the targets, giving your AEs a much better chance to land.

For the most part, your agro is due to your level. Necro/Conj is one of my least favorites to tank for (close in the running with Monks and Assassins.) If they don't know what they're doing their pets grab major agro, and their DoTs/Debuffs don't help at all either. The fact that hes got 7 levels over you effectively means hes also doin like 40-50% more damage than a 20 Necro would, which is 40-50% more agro.

Basically I doubt you're doing anything wrong, perhaps you should sneak on a few times when they're not playing and try to catch up.

As for the leveling thing, no in EQ2 everyone levels at the same speed (assuming you're talking about all being same level and have same Vitality) so I'm really guessing that your friends are playing without you some.

Pallys dont level slower per kill, the problem is but the necro and the fury can smack down mobs alot quicker than you, and since the downtime in this game is virtually non-existant that does mean that they can get solo experience alot faster than you can.

Anyways... Keep up the good fight. As long as you're doing everything you can to keep agro, you're doing your job! That necros just got a lot of punch in him, get up to his level and you'll see you got what it takes... trust me! =)
#5 Jul 16 2006 at 4:52 PM Rating: Decent
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128 posts
tzsjynx,

Thanks for posting. I decided that I must not be playing enough.:) We'll see what happens this week.

#6 Feb 27 2007 at 2:04 PM Rating: Decent
At a higher level Paladin you get a spell called rescue...use it once and it increases hate to you by like 650 so you can keep all the aggro in a fight
#7 Feb 27 2007 at 2:05 PM Rating: Decent
At a higher level Paladin you get a spell called rescue...use it once and it increases hate to you by like 650 so you can keep all the aggro in a fight
#8 Apr 20 2007 at 4:15 AM Rating: Decent
Rescue is a lvl25 all fighter spell and its bloody useful - at higher levels there are even more things that can help the pally keep agro and regain it if its lost (cant speak for guard or zerker tho). We get the ancient spell Sigil of Heroism at lvl52 which siphons 40% (iirc) of all group members hate and we also have amends which at M1 grabs 40% again of all the hate of the person its cast on. When im tanking i generally group with a mage, a healer and a scout so i stick the amends on the mage which allows them to do the BIG spikes without grabbing agro off me and then spam the other taunts and SoH whenever the scout grabs agro off me. I have personally also found that although we have a % hate gain ability in the strength line of the AAs, i find it easier to keep agro after respeccing to end line stamina and end line int (also have full line of wraths in the EoF tree) - the damage im doing is still no where near the proper dps classes but it kills the mob/freep (PvP server) faster and helps keep the agro
#9 Apr 24 2007 at 12:08 PM Rating: Decent
14 posts
I'm a 62 paladin atm. I had major drama keeping agro off my fury companion while we were leveling, it took me a while to understand Amends. I didn't understand exactly how the spell worked, but now that I understand it my only dilema is deciding which 1 person to stick it on :p. Alot of the time the scouts & the mages draw fairly equal amounts of hate so it's hard to decide who to put it on. Also, you wanna put it on whoever does the most, cause then you'll steal the most extra hate :). I found the hate AA line to be utterly useless for all the aa I dumped into it, so I respecced it and went I think it was wis line I went? I get 59pts group in combat health regen until cancelled, some nice % bonuses, stuff like that. WAY more usefull to my play style than hate bonus that never made a noticeable difference. And Paladin dps made me sad so I abandoned that pretty much and went all out for taunts & heals. It's super since I can't find a "group" often and spend most of my time duo'ing three ups with scouts & mages. Being able to tank and self heal while they tear stuff to ribbons is nice. But people tend to spook the first time you tell them you can seriously self heal and tank 3 ups.
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