Taunt suggestion

Yes so without knowing the changes (which are not available anywhere, as far as I can tell), its hard to quantify what is exactly happening. Therefore I can only go off of live, and have anything wrong corrected.

So all I can say for sure right now, is that aggro 'seems' screwy, which is not very helpful.
 
I was in DN today some rat resisted my initial root and didn't run after me. Donno if I just had a lucky random bug or w/e but thats what happened.
 
Hostyle said:
I was in DN today some rat resisted my initial root and didn't run after me. Donno if I just had a lucky random bug or w/e but thats what happened.
That's really strange... are you sure it was a resist? If mobs are immune to spell type X, casting one of those spells on them will do nothing--including generate aggro. I.e. trying to slow Mielech or the Ancient Wind Torrent won't even aggro them because they're immune. Likewise with mobs immune to changes in their movement speed with snare or root.

If it was a regular resist, that sounds like a bug...

I've also noticed that casting on underwater mobs from above the water often results in a red message to the effect of "There's no one by that name around here" which I have once or taken as a resist in Kedge or Siren's. It comes after half a second or so of casting, rather than preventing the spell from being cast at all.
 
I get that message alot too in Sirens. I forget exactly how it reads but it is something along the lines of what you just said Hasrett. Im thinking this is a bug because the only way to pull the mobs under water is to now A) be right next to them (and this is a bitch if your not a monk and youre pulling gloom guards, Harmshield helps) or B) be in their LoS AND underwater which usually means doing the first.
 
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