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Hex Line and Aggro


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#1
gotpriest

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K, so my searching yielded no information about this topic, but I'm very dissappointed with the management of aggro with regards to the hex line.

Level 14-15 ish party with Human Mage, Alistair, Wynne, Leliana.

Alistair is built to the teeth as a tank, wearing massive armor, has threaten up, uses his abilities to the max.

No matter what though, on every single fight, if I let Alistair do every single bit of DPS and just set my other characters to passive, as soon as I cast one of the last two hexes (Death Hex and the other one that makes normal hits misses etc), the boss, whatever character I'm attacking goes right for the mage that cast it.

Until that mob dies, it will not go back onto Alistair no matter what, even if he uses Taunt, his Shield talents, anything, these Hexes guarantee aggro for my mage, who is then forced to blow through frost talents to gain some range and pop poultices like candy every time he gets bum rushed by the boss.

It's aggravating me to no end that this talent is a death sentence for the mage that casts it, who has no other choice to run about like a fool while Leliana and Wynne hopelessly auto-DPS while Alistair chases trying to garner a knockdown every once in a while or a lucky melee hit.

The same goes for Wynne and her Earthquake, its gg for her if she pops that, everyone wants a piece of her after that, and no amount of taunting DPS pulls them off.  I find it rather rediculous that CC and debuff tactics like this are so incendiary.  I fully understand temporarily getting threat, but keeping it even after Alistair has popped Taunt, when the mage in question has performed no DPS EVER during that fight.  Well, to be quite honest its ruined this current game for me, I'm rerolling this character such that I didn't blow 20% of my game talents in this worthless line.

- Edit (Won't let me post until I get home and can register!)

- While I appreciate your methods, I'm not a big fan of abusing mages in this game.  I too realized the OPness of them early, and have been trying to play the game without their endless stream of bull.  (IE: Standing in one room, casting Earthquake + Blizzard in another, then throwing grease and a few fireballs inside.)

Modifié par gotpriest, 21 novembre 2009 - 12:12 .


#2
Forumtroll

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I'm running the same party you are. I'm doing one or two things differently than you. For fights were you have ONE BIG SINGLE MASSIVE ****ING TARGET (after this point know as Flemeth/High Dragon). Use Shale. Alistair may have better mitigation, but unless you were the bestprot war tank ever in some random MMO Shale is still better than you. Alistair requires a lot of micro.



What I do in normal situations: PC Mage, Morrigan, Wynne, Archer Lelianna. Morrigan has sleep. Cast sleep first. Pause after casting sleep. Unpause. Queue up Mass Paralyze on PC Mage. Cast done. Pause. Queue up Captivating Song on Leliana. Unpause. Queue up Force Field on Lelianna. from PC Mage. Pause. Cast the Hex line on the target with the most HP in the crowd from Morrigan. Unpause. Cast Death Cloud from Morrigan on the same target that got the entire Hex Line. Cast Complete. Pause. Cast Virulent Walking Bomb on the same target that got Hexed. Brace for impact if those mobs were close. You're more likely to kill yourself than get killed by the mobs. That's why we put FF on Lelianna. Not much can stand up to that. Hex Line+Death Cloud = 500+ damage. Virulent Walking Bombs explode for 200+.