"(MELEE)" Threat gen.

Scrag

Well-known member
There are tools to help with this, like throw the boom, which resets agro in case someone bursts silly high. Lasts for 8 seconds in the case of ttb, and the tank better scale up on that hate gen quick.
 

Bjond

Well-known member
There are tools to help with this, like throw the boom, which resets agro
Boom used to reset agro. It hasn't done that in over a year now. These days all it does is put you on top for 8s.

The easy test for the reset happens in Baba raid. Try boom'ing scarecrows off people. They'll come to you for 8s then turn around and terrorize the previous agro. We don't run that raid very often, but it's a real object lesson in boom's bugs.

When boom first came out, you could reset agro; boom on 'crows and they'd utterly forget about all other agro. It was very nice. The ability is still useful, but far FAR less useful than it was initially.
 

PraetorPlato

Well-known member
Boom does something very specific: it freezes the aggro table for 8 seconds, and for those 8 seconds, puts you at the top. Intim is the threat reset: it gives you as much aggro as the next highest person+a bit more.

The correct sequence is intim, boom, hold intim during boom (because it won’t do anything while frozen), intim again right as boom ends.
 

Br4d

Well-known member
Balls to the wall melee DPS has always pulled aggro in any real MMO. It's up to the melee DPS to keep their threat level below the tanks threat level once it is established.

Anybody who is just going in blazing and using all their cooldowns will pull aggro at some point.

I get that it is possible to maintain very high DPS levels and not pull aggro but it is up to the melee DPS to find that sweet spot and not turn the target.

BTW, just pointing out that melee got a huge boost in the last year and it is not surprising that people who don't understand how to control their threat are wiping groups.
 

PraetorPlato

Well-known member
Balls to the wall melee DPS has always pulled aggro in any real MMO. It's up to the melee DPS to keep their threat level below the tanks threat level once it is established.

Anybody who is just going in blazing and using all their cooldowns will pull aggro at some point.

I get that it is possible to maintain very high DPS levels and not pull aggro but it is up to the melee DPS to find that sweet spot and not turn the target.

BTW, just pointing out that melee got a huge boost in the last year and it is not surprising that people who don't understand how to control their threat are wiping groups.
If you run -100 on a non-imbue build, you can go for full nuts DPS and you won't pull. -100% costs you literally 5 mp and 1 aug slot, it's not a real loss of damage.
 

Br4d

Well-known member
If you run -100 on a non-imbue build, you can go for full nuts DPS and you won't pull. -100% costs you literally 5 mp and 1 aug slot, it's not a real loss of damage.

And this explains the recent flood of comments on melee aggro how?

Most people can't go balls to the wall without pulling.

This is something the "pros" are going to have to get used too because the pop is not big enough to exclude non-elite players for long.
 

PraetorPlato

Well-known member
And this explains the recent flood of comments on melee aggro how?

Most people can't go balls to the wall without pulling.

This is something the "pros" are going to have to get used too because the pop is not big enough to exclude non-elite players for long.
They're not running -100%, and should be (-80% is usually fine too if you don't want to farm deathwyrm)
 
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