Happy_Cyclops
Posted On 11/05/01 01:01AM

As a Ranger, it took me time but I have realized I am NOT a Tank. Yes you heard right, I may think I'm a tank, but when Warriors and others of my level are rattling off HP's and AC much higher than mine, I finally realized my tanking days are done.

Here are some group things I have learned as a Ranger:

- Always snare, don't let the Druid snare. Why you say? Snare seems to have a high aggro. If the Druid snares, it will put him high on the hate list, and his/her first nuke tends to send the mob in his/her direction. Have a seperate hotkey for snare success to share info with party.

- Snare lesson I have learned the hard way. If a Mob keeps resisting the snare keep at it. If after 5 or 6 resists, inform your party that snare is not working so they can be prepared to root/nuke it near the end of its life.

- Let the Tank get aggro early on. If you are bow tagging off a Monk or SK, when you bring the Mob back to the party, let the tank hit/taunt it off you before you cast/melee. This will save the healers a lot of mana because you will take more damage than the well armored Tank.

- This hint is for all non tank melees. Attack the Mob from behind, its not just for Rouges anymore. Attacking from behind has many benefits. The Mobs AC/Dex is lower so more hits and procs. Also Mobs can't block/riposte if your behind them. Being behind the mob also allows the Tank to realize that you have gained aggro and more quickly get them off your lower HP behind (spells/procs seem to piss Mobs right off).

Pulling:

Yes I have pulled some BAAAADDDDD pulls, but I learned from it.

- Outdoors harmony is your friend and can make breaking a camp soooooooo easy.

- I have found that a long range bow pull (range 250+) can pull single mobs quite well.

- Mobs that do not take damage from a bow shot(undead and others who are INVULNERABLE to normal weaps)will come alone and not raise the alarm to their buddy.

- Snare pull works seems to work in the same way. The one Mob hates you but the other didn't see damage done so doesn't care. This also helps if you have some room to work in. If pull goes bad, It will give you some time to root the unsnared mob as the snared mob takes a bit to get to you.


 

 

     elyhim
Posted On 11/15/01 11:24PM

i have learned a few useful things,

main assist make an/assist key target mob that mezzed while taunting , only break when you show up as the assist.

if you are not a (heavy) ac god tank, why stand in front of the mob, get in back no riposte or parry there, you will do more damage and avoid those roundhouses they swing everyone in a while.

rangers use jolt its great if its not working take a half step back physical closeness to a mob counts in aggro,
i have seen warriors very high in level having a hard time keeping the mobs attention, get close enough to see the nose hairs so you can spit in its screaming face,
i am not a tank but when i see a mob running around the room i will certainly step up and die if i can hold him still for others to get the beating in

constantly taunt casters, i discovered this with the molkar in SG , don't want him to cast? make him hate you so much he wants to hit you rather than cheal helps if your in one of their nostrils too (see above)