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Thread: Comparison of the Three Generations of Mythic Weapons (Warrior)

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    Senior Member Crowsfoot's Avatar
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    Quote Originally Posted by Madnex View Post
    Wait what? Heal over time is an aggro pulling machine.. Great way to "grace" a team member after he protected him lol.
    Only the heal over time effect of "life giver" does that. Also, lifegiver is a party wide effect. Therefore, if recieveing over time heal was the trigger all party members in range would be pulling that aggro, not just the mage who cast it. Furthermore, if you were right that all over time heals caused players to gain massive aggro, no warrior would use HoR.


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    Senior Member Madnex's Avatar
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    Quote Originally Posted by Crowsfoot View Post
    Only the heal over time effect of "life giver" does that. Also, lifegiver is a party wide effect. Therefore, if recieveing over time heal was the trigger all party members in range would be pulling that aggro, not just the mage who cast it. Furthermore, if you were right that all over time heals caused players to gain massive aggro, no warrior would use HoR.
    The reason the caster of any skill with heal over time effect is getting aggro is because in every Legends game, heal is based on damage and actually considered as dealing all the heals as hits. A one time heal like a lifegiver with no upgrades would be like a one time hit AoE spell which probably wouldn't cause much problems for the sorcerer since the whole party would be hitting that mob. Adding the ten-second heal over time though is deadly and works like a DoT, aggravating everything close on the ignorant smurf. Likewise, the caster of HoR gets immediate aggro over anything in the party perimeter when he casts it. On the other hand, if anyone grabs a charged medic pack that a rogue has thrown, then the player that picked it up gets the aggro and not the caster.

    It's true that both of the above effects (Lifegiver, HoR) are turning the caster to the center of mob attention but a healing guardian? Assuming we're not going to see a situation like when our pets were holding aggro at the past, I think we're looking at something closer to the second type of aggro-grabbing heal over time effect (Medic).

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    Quote Originally Posted by Madnex View Post
    The reason the caster of any skill with heal over time effect is getting aggro is because in every Legends game, heal is based on damage and actually considered as dealing all the heals as hits. A one time heal like a lifegiver with no upgrades would be like a one time hit AoE spell which probably wouldn't cause much problems for the sorcerer since the whole party would be hitting that mob. Adding the ten-second heal over time though is deadly and works like a DoT, aggravating everything close on the ignorant smurf. Likewise, the caster of HoR gets immediate aggro over anything in the party perimeter when he casts it. On the other hand, if anyone grabs a charged medic pack that a rogue has thrown, then the player that picked it up gets the aggro and not the caster.

    It's true that both of the above effects (Lifegiver, HoR) are turning the caster to the center of mob attention but a healing guardian? Assuming we're not going to see a situation like when our pets were holding aggro at the past, I think we're looking at something closer to the second type of aggro-grabbing heal over time effect (Medic).
    HoR doesn't taunt without the upgrade. And, I believe it will be a self heal like med packs. Therefore, I doubt this procmwill pull aggro. Or, if it does, the proc will cause the caster (technically the tank) to pull the aggro which I am entirely happy with.


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