I'd like to respond to a few things, Joe, and let's get the dialogue rolling! =D
Maybe we could've lead those monks back to the long narrow hall just south of it while i set up a trap? or should I just jump in and swing?Sure, pulling them back into that hall probably is the best thing to do. Let us know any time you're in this situation. Communication is critical. Nevertheless, if ever you just can't shoot, please jump in and swing! The faster we drop the mob, the less total damage the party takes over the duration of the fight.
My pet, while it holds agro to some degree and has 1k+ armor, will chase after dying targets. So without risking more agro i've put my pet in the passive mode for most of SM. I know this isn't the best option but in halls of SM I can't be too sure if my pet will agro more mobs while chasing down a dying one.If a runner (a dying mob that gets feared and takes off) heads in the direction of non-agro'd mobs, the party is going to get adds whether Itchy is on it or not. That's why party members who have some kind of root or slowing ability need to use those to prevent runners in the first place. The question I have for you is, if Itchy drops a runner some place far away, does he then jump on the next nearest mob or does he come straight back to you?
I also see here a perfect illustration of Scott's assertion that everyone is so used to soloing that that is how they continue to play instances. In party mode, you need to be able to trust that the person who's job it is to root/slow runners is taking care of that task. In this way, the question of Itchy coming home with wild friends, throwing a crazy party, and destroying the house, is moot. I hope to go into this party-thinking vs. solo-thinking in more detail in another article very soon.
Also, I'll briefly mention that the Shaman's Earth Shock, being an instant-cast shock spell, is perfect for bringing down non-rooted runners. Toward the end of a fight, the Shaman should anticipate runners and be prepared by not having Earth Shock in cool-down.
Speaking to SM specifically, the Scarlet Monks have a very powerful cast interrupt skill. Not all classes have one, but on Shamans it's Earth Shock, on Warriors it's Shield Bash, and on Rogues it's Kick. Cast interrupting is much more than just causing a cast delay. When a caster takes damage during a cast, the cast is typically delayed, but eventually finishes out successfully. A cast interrupt spell not only stops the casting process altogether, it also prevents the caster from casting any spell in the same class (such as all healing spells) for a period of time. The Shaman Earth Shock prevents spells from the same class from being cast for 2 seconds. The Rogue's Kick is more powerful in this respect at 5 seconds. The skill that Scarlet Monks have is also fairly powerful at 5 (perhaps more) seconds. This further illustrates why the healer should never have agro.
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Ah, my pet has done both. Itchy may bring back more mobs if the target dies. If Itchy is attacked before finishing off its target he will turn around and work on the mob that attacks it. Hm, I suppose I can use Itchy a bit more as I have unlimited pet resurrection and Itchy doesn't get resurrection sickness. The reason why i'm uneasy about using my pet is because it's still unpredictable sometimes. When I solo, though, I often let Itchy be in the Defensive mode, so anyone that attacks me would get a personal visit from itchy.
I have two skills that I use regularly to slow targets. Concussion is what I use when i'm using a ranged weapon. It slows the target and has a chance to daze it. It has a 6 second cool down so I generally save concussion until the target is about to die. The other one I use to slow the target is Wing clip and is used with a melee weapon. I did just learn a new skill that allows me to stun and daze the target in that 5 to 8 yard range for 4 seconds. If the target is attacked within this 4 seconds it would awake from the daze state. I want to work on this some more though, I'm still not used to these new skills yet.
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