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Affliction

Agro Spell

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Oh, I understand what you mean now.

But I still don't like it, would allow newbies to go and get leet drops from Yetis and stuff like that.

However, one thing I am willing to do is have a spell or item that will make you have 'aggro', so one strong player can get the aggro, and weaker player still be able to attack the monster without being attacked in return.

 

 

Just read that and wondered whatever happened to that idea.. i really like it :)

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if someone casts a spell on a monster while multying it, the monster will attack the one who casted the spell...no need for aggro spell IMO :)

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Agro spell wouldn't work in EL. It would require a proper tanker to keo agro. As there are no tanks the only use of the spell would be multi-training at multiple spawns. It could, also, give a new meaning to spawn-serping. I can imagine all the bitching about it.

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Multi training won't be a problem if the spell is made so that it doesn't make auto attack, but only forces everyone already in combat to fight the person having the spell active (which I undersood is the case in Entropy's original post). Not limiting it to work with monsters only, but ppl too. This way a stronger person can take the hits instead of letting weaker die. In example 3 50's att peeps with one 100's fight someone with 100's a/d the 50's peeps aren't much a trouble and in the end it's 100 vs. 100 where those in 50's are catching diss/MI/ranging unless they are dead or unprepared. With aggro spell the person with 100 a/d can force the equal match to keep fighting himself so the 50's can stay in combat and hit with criticals and add def penalty etc. The spell will be useful especially in instances, and supports teamplay.

 

Maybe also make a potion with a negative side effect (as in invis pot and old TS pot) of not being able to flee or use diss ring as long as the aggro is active. Or make ts pots have this neg instead :) But that's off topic and another suggestion not related to original one :)

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The spell will be useful especially in instances, and supports teamplay.

 

You can use harm, life drain, mana drain or poison while fighting monsters, so no need for this spell, unless as you said, it would also force the players to attack the spellcaster.

 

But it's illogical, if you think about it for a minute. It's obvious for player fighter to eliminate the weakest threats as fast as possible, concetrating him on the match opponent. When fighting oppponents, you should be able to switch between targets freely.

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ohh nice.. didnt know that

...think that says it all

 

Why is this post still alive?

 

Edit: Stop posting. :bow_arrow:

Edited by Hermit

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