Agro in this game is very bad

I do run to tank when ever I can but I’M talking here about random groups.
If tank is tanking and I get agro of ranged mobs they will not run to tank I have to move to lose line of sight, in organize group this is no problem but in random is big problem.
I have no problem with surviving in light load I actually love playing light is more fun. problem is Tank should have tools to collect mobs and tank them but They don’t healer have to collect mobs and bring them to tank.
Sorry but this is stupid.

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@necroscop Thank you for sharing your experiences with aggro as a healer. Healing can be very hectic and I know that pulling aggro can be scary. What kind of threat reducing abilities would you like to see as a healer?

I sometimes heal in my company when no other fulltime healer is online.
Guys wanted to do some M9 and 10 yesterday, I switched my healing gear to light, upgraded it to 625, and off we go.
Played all evening, golded all runs.
My team mates were easily able to peel mobs from me, we had no problem whatsoever.
I am not using any thread reduction jewelery or perks.

Did everyone clap? It seems like they would have clapped.

and in charges the usual white knight without reading the issues stating everything is fine for him…

The OP says ’ while healing in random groups’, so let’s assume it’s NOT company members, not used to playing together, and probably no voice comms.

And even on his white steed the knight still has to have mobs peeled off him, which kind of tells you that threat in the game doesn’t work properly…

Why would it not work properly? Healing creates threat. This is proof that it IS working.

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I suppose what they mean is, the threat reducing gems don’t seem to reduce threat in any meaningful way. And therefore feel like a wasted gem slot. If they DO do anything, it’s not very noticeable.

That is why I do not use them. Generate 14% less threat etc. It is useless.
If the group plays properly, you do not need them. If they do not, they wont save you.

And yes it should not be any easier. Else I can watch TV while doing high muta healing.
No it is good as is. Make a mistake, get clapped in one hit across the room and smack in a wall in a bloody heap :smiley: It is fine.

Surely, if you like to play pingpong between you and the tank as a healer there is no reason for you to use them, absolutely. Especially in a cohesive group setting.

But i think otherwise, it would probably be neat if they tuned the gems a little bit so that if people do want to use them, it can reduce that some for a little breathing room in pick up groups. That wouldn’t harm your experience i don’t think.

Yes no problems with making threat reduction actually relevant. Why not. Gives more build options.

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This is not efficient and i hope people stop listening to this garbage.

Everyone knows you cant take a HIT and cant effectively TANK anything. Stop talking.

You have no point of reference and no ability to even explain a coherent thought. Just go pretend to be tank somewhere else.

Also the aggro stay weird or bugged. Dont take it too hard.

But do you place circle before after taunt?

I never heal for the first 10-15 seconds of combat unless suddenly HP of tank drop.
As for agro I like that healer can pull agro as this make game more challenging but we need to have something to deal with it and to reduce treat.
I don’t think having something I a build which make passively reducing your agro would be fun.
Some games have abilities which reduce treat but with only 3 ability’s on stuff this would be hard to do. Maybe second weapon with heals and treat management but proper healing weapon not like Void, something which scale only with Focus we could have ability which dose only self heal and treat reduction ability, this would make sense as when you grab agro you usually take damage and have to heal yourself.
Some games have potion which reduce your treat they use in those games by healers and DPS
Potion are much easier to implement in game.

There could be an easy solution to this Problem, make the 250 or 300 CON Perk give “Thorns” ie a small percentage of BLOCKED damage would be reflected back.
This should help with turteling Tanks and give an incentive to Go beyond 200 CON as a tank, opening up different playstyles.

Tanks need to understand how threat is working because the game doesnt tell you exactly how its working.

DPS need to understand that at least one of them should be prepared to protect their healer and be able to peel. They also need to understand priority targets → ranged mobs.

Healer need to understand that threat could happen and either assign one DPS to peel them or drag those Mobs to the Tank.
Having carnelians or evasive perk makes peeling way more easier, to the point where a single hit from Tank or DPS is enough to Transfer aggro.

Managing Threat is a group effort and i really like this approach. Tanking feels more dynamic, DPSing with tunnelvision gets punished and healing feels way more interactive.

In organize group there is no problem as group work together.
But with state of this game most runs are random and DPS just don’t care.
In SWTOR as a tank I did have saber reflect which was great tool to grab ranged agro,
plus I had intercede which make my character jump to healer and reduce his agro this ability was super fun and you need it skill to executed as after jump to healer you had to get back to tanking so everything had to be done fast so Boss or mobs don’t move.
As a healer I had ability to reduce agro and healer would still get some agro this is where DPS would come in but in this game is hard to teach DPS what to do. SWTOR I would use single target healing and if I had in a group DPS which do not want to cooperate I would not heal him and let him die, This was fastest way of teaching DPS to do there job.
Healing and tanking in this game need lots of work.

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think is is nothing wrong with healer and tank having more tool to manage agro and then in organize groups they don’t have to use them.

Aggro has been kinda funny the last couple of patches. I never had any trouble holding aggro before, but now it’s every once in awhile, I’ll have an enemy just completely ignore my taunt, run off to attack another group member (sometimes healer, sometimes DPS), then I have to re-establlsh aggro. Always seems to be on a boss. Sometimes it’s been the Dynasty final boss, other times it’s been the Greenskeeper or one of the Brute enemies in Genesis. Sometimes they respect the aggro and come back after they do their attack, but other times they stay on their target, and I need to taunt again.

Still, it’s not every run, and I can establish aggro pretty quick once lost. There are some really bad tanks out there, though. So you have my sympathy.

So I did few mutation today and on every occasion people told me that they have not seen anything like it before. One tank have been tanking since beta and he have never seen healer pulling agro like I do.
For example If group will run thru lazarus and even if they hit every mob, once we in the room to group them up all mobs will switch to me even after tank taunt. I do not have to do anything just hold my healing stuff.
If group enter room I wait outside for at list 10 -15 sec Once I enter room before I manage to do any heals I will have 2-3 mobs switching to me after I cast one heal every single mob will switch to me.
I did try all agro reduction accessory’s gems in my armour but nothing works is all the same.
On the last run players told me that they will never invite me again as my character have to have some kind of bug to take agro like this.
I did never mind that before as I use to run heavy build with 200 con and I was healing and tanking at the same time I was thinking this is normal in this game, but in light build is impossible to tank.
I don’t know what to do at this point
I run 400 Focus and I got all healing perks on my armour, it is BiS set but is only at 621
I’m running out of option and everyone keep telling me that there is no big problem with healers agro (until they play with me that is).

sounds like bad tank problems, not healer ones.

so what you saying I have not played with good tank yet?
If Tank is a problem then that is one more reason to give some tool to healer so in bad groups he can deal with this problem himself.
I have been playing since day one this game but unfortunately I have never manage to get to company which dose stuff together I have always been doing everything with random groups so I have never seen or done expedition with organize group which is on Discord.

So today for the first time I did expedition with good DPS it was only M8 but for the first time I could see what many talk about not having agro problem.
Healer take agro but DPS pill this agro so well that as a healer I did never had to kite more then 2 mobs. It was soo much easier. Problem is in next few runs with new random when I was trying to explain to DPS what to do they didn’t and then just blame healer for wipes.
So Idea is good with agro as at the moment everyone have roll to play but unfortunately majority of DPS players don’t care and they finding easier to blame healer.
It’s time to move on from New World is very frustrating to be blamed for wipes all the time but then how not to die if entire room is on me I guess there are healers out there who can kite 5+ mobs without a problem but this is not me. I did try PvP but if you holding Healing Stuff in PvP you are nr 1 target. So not much to do for healer at the moment in game.
I hope Amazon will show some love to Tanks and Healers as there not going to be many left of them in game soon. Plus game need players and New World keep loosing them.