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The beast/easiest way to take aggro?Follow

#1 Jan 21 2008 at 12:39 AM Rating: Decent
I'm having problem taking some mobs from the tank, so I can freeze them. Distracting Shot Rank 7 dose not work to be honest. I'm realy having problem with paladins. Any suggestions to my little problem?

I'm lvl 70 and servival speced and all that..
#2 Jan 21 2008 at 12:43 AM Rating: Decent
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2,717 posts
Yeah, don't bother with distracting, and use high damage shots. Distracting shot actually does LESS threat than arcane/multi/etc (I think it was really designed for when there was no spammable shot, or there was but it requried 11 points in marks). Either way, just arcane shot and steady shot spam. But you should be pulling off to trap BEFORE the pally's built up threat, so idk why it's too big an issue...
#3 Jan 21 2008 at 12:57 AM Rating: Good
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I find that the best thing to to with Tankadins is to just let them tank. lol. I've tried many a times to pull threat off of them, but it just doesn't work.

One of the main reasons mobs are CC'ed is to avoid extra mobs gaining heal threat, and going after the healers. If a hunter can't even pull aggro, then the healers don't have to worry.

Now, if the tank just can't handle being beaten on by so many mobs, then I suggest trying to start the pull with a concussive shot on your trap target, and have the pally pull the mobs before they get to you. That way, the concussed mob should be far back enough to not be effected by the pally's AoE. If you have any doubts, you can continue to DPS while the mob is still slowed.
#4 Jan 21 2008 at 1:00 AM Rating: Decent
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405 posts
It's the tank that's the issue, not you. A good pally tank will know not to use his huge multimob threat until the trap target is out of range. A good warrior tank will know not to do his Thunderclap (or whatever it's called) until the trap target is out of range.

Let them know they need to hold off just a few seconds before doing those things. If they refuse, politely leave the party, unless the pally/healer are good enough to do the whole instance without CC (which, when possible, is a ton of fun as everything just gets really easy).

BTW, I don't know much about how pallies hold threat; I just know I've only ever had an issue pulling mobs off of a paladin in one situation, and it was because the pally was being stubborn and refused to alter the way he was tanking. I could be mistaken about how much they're able to do to control that (and yet, I've never had a problem with pulling threat for a trap with any other paladin).
#5 Jan 21 2008 at 1:16 AM Rating: Decent
When he uses his Captain America shield, just nuke the target that wasn't affected by it. That target should pass the Paladin before his tank targets reaches him and Consecration/Holy Shield/Bos/JoC/Sor comes into play. If only three targets were pulled, let him tank them all. Paladins need mana to gain threat, and need heals to get mana. Three mobs at once is almost perfect for him, and even more can be nice at times.
#6 Jan 21 2008 at 3:23 AM Rating: Decent
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415 posts
When in such situation, I simply add in arcane and some shots and mob comes anyway. I simply consider it sort of like more of a trap leevay since mob takes longer to get to trap, so I get more time to play with.
#7 Jan 21 2008 at 4:09 AM Rating: Decent
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1,292 posts
I ran into a situation like this in H SH. The Tankadin was a little inexperienced, and was losing aggro to the Healer. After being urged to get his Consecrate off earlier by another player I often had to fire a few more times to pull my marked target to my trap. It would come, but that slowed my ability to swap to DPS the first-kill target. Just keep firing, unless the tank greatly outgears you you should be able to get aggro from just about any mob if you work at it.
#8 Jan 21 2008 at 5:42 AM Rating: Default
This dose only happen when we have another CC then me, because they always attack my mark with their " Captain America shield " (Hehe..). So i'll just stop try to take them off.

Thanks guys.
#9 Jan 21 2008 at 11:36 AM Rating: Decent
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797 posts
I've been unable to pull aggro off a tankadin. That typically occurred when he had already done a consecrate. I adjusted my play to hit the to-be-trapped mob with a steady shot right after the shield throw. I'd pull the mob to the side in an attempt to avoid the consecrate. I'm still sometimes unable to pull the mob in for the trap. Oh well, he can tank four instead of three for that fight.

Edited, Jan 21st 2008 11:37am by ItsaGaAs
#10 Jan 21 2008 at 12:49 PM Rating: Good
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2,101 posts
Quote:
When he uses his Captain America shield, just nuke the target that wasn't affected by it.


The problem with that(that I have, atleast), is one of two things. Either they don't like adapting, or I'm in a multi-hunter group.

The first is a pain to deal with. You get the stubborn people that don't like to adapt. This really only pertains to mages and warlocks. Not to say other classes don't have people that don't like to adapt, but these two classes are the only CC classes that I personally have to deal with in this particular problem(aside from other hunters, but that would fall into the multi-hunter group category). They basically go in, Skull is kill, X is second kill, Moon is sheep/banish(if aplicable), and Square is Freeze trap. That's all they see, their target is moon and be damned if it is easier for me to trap the moon since it wasn't hit with the captain america toss, because they are CCing moon, no if, ands, or buts.

They refuse to adapt to the circumstances and see that I have to get aggro to trap my mob, and since their target is only coming because of link, and the tank has no real theat, I could /poke them and get aggro and trap it, that it would be easier for us all if we switched CC targets. No sir, instead they are going to trap their marked mob and leave me to my devises thinking I'm the ****-up because I can't get aggro right away to trap my mob.

The second is multi-hunter parties, where someone is going to have to gain aggro to trap the mob. So it really doesn't matter what mob is hit with the shield toss, someone is going to have to pull it off the tank.

As far as how to do it. When I am grouped up with my paly friend, he makes it as hard as possible on me, and usually targets my mob to toss the shield just to be an ***, and make my life hard.

But I still get aggro. Instant shots are your friend, but and Aimed shot before hand can be a blessing. I usually start casting Aimed Shot while the paladin is trying to get within range of his shield. So I'm already casting when he begins casting his. Since his has a 1 second cast and Aimed is 2.5, the shield usually goes off first, hitting my target. If I'm lucky, Aimed will crit, and an arcane shot is enough to seal the deal even if the mob runs through consecration. If I'm not lucky enough to get a crit after the Aimed I will shoot and arcane then distracting, then an auto and if I need a steady. If I don't have it by the steady shot(which is extremely rare) I will just switch over to the kill target.

I won't ever use a multi-shot, but if you feel comfortable, use that instead of distracting shot. I have had some serious bad luck with multi-shot. I will fire and I don't care where the mob is, be it 20 yards away or 40, one arrow will find it's way to the sheeped/seduced mob, so that's a no for me on the multi-shot.
#11 Jan 21 2008 at 2:03 PM Rating: Decent
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1,594 posts
Steady, auto, arcane, auto, distracting.

Unless you can get away with a multi instead of distracting, that's the most threat you can pull off in the shortest amount of time. It's about 3 seconds from the first shot.

If it still doesn't come your way, shoot it as if it's your DPS target.

I've killed mobs that the pally told me to trap before it even came after me.
#12 Jan 21 2008 at 3:03 PM Rating: Decent
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2,101 posts
Ehcks wrote:

If it still doesn't come your way, shoot it as if it's your DPS target.


I wouldn't recommend that, because you are essentially splitting DPS. Which is never a good thing, you are also letting the tank get beat up by more mobs for a longer amount of time.

To totally exaggerate the same principal, and make up basic numbers to prove the point. Let's say you are in a group with 2 DPS and two mobs were hitting on the tank. One of those mobs was your CC target.

Ordinarily it would take 1 DPS 2 minutes to kill a mob. So you have 2 DPS attacking two seperate mobs, meanwhile for those 2 minutes it takes you both to down a mob, the tank is being beaten on by both mobs.

Now let's show you switch targets. Another exaggerated number is 30 seconds to do your shots to gain aggro for the trap, that failed. At this point both mobs are down 1/4 of their life. Switching to the main target you down the 1st mob in 45 more seconds, and then 45 seconds for the second mob. Now again you down both mobs in 2 minutes, but two mobs were hitting the tank for 1.25 minutes instead of the full 2 minutes.

Now of course these are exaggerated and made up numbers, but the basic principal can be applied to the real game. And in instances/raids(heroics especially), those 45 seconds(converted to real time in game), could be the difference between a victory and a wipe.
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