Ravaran's Post History

I stopped casting any attacks other than a well-timed stun during any group fights. Getting in combat kills your mana regen and slows you down.

-DOT damage does add to threat I believe. I do not use this on bosses ever anymore.
-Health balls create aggro when you cast it, and none when picked up. This is why you do it beforehand.

Before 60, I did have occasional, even serious issues with aggro. This was especially true and very deadly for myself in groups whose dps could not avoid damage for the life of them. I would get aggro and have to kite, survive, and heal them up at the same time.

Since hitting 60 though, my aggro problems seem to have disappeared. Even when I have to heavily heal the group I do not get aggro. I can even drop health balls inbetween heavy healing. If the tank dies, I am still very careful right after he gets back into the fray.
Edited by: Ravaran about 1 year ago - Reason: clarification
Yes I notice this as well when I heal warriors. I think this is true for slayers' dodge, but I am not 100% sure like I am with warriors.
At 10pm EST last night, the daily counter reset for me, but I was not able to receive any dailies for the new day. I have not check today, but is this what happened to everyone else?
Please let me know what you all think. This is aimed at proc'ing the ideal enchantments for a Mystic's enigmatic T12 gear. I will list the solid choices first, then suggestions for ideal set-up. I will update as I get more info.


----Weapon----
+7% Heal
-6% Less Threat
+8% Attack Speed

---Feet---
+1.5% Run Speed
+1 Endurance

--Hands--
+4.5% Heal

--Chest--
-4.5% Boss/BAM damage
-30% HP Recov. Chance
-Endurance?
-KD Resist?



-----Ideal Weapon-----
2x Heal + 1x Less Threat + 1x Attack Speed (or 2x AS)

-----Ideal Feet-----
2x Run Speed

-----Ideal Hands-----
2x Heal

-----Ideal Chest-----
2x BAM/Boss dmg reduction, 1x 30% recov chance, 1x Endurance?


Thanks for your help

-Rav
A shade of the yellow dye is gold, I use it all the time.
I'm surprised this is not fixed yet.
vsTerminus on 06/01/2012, 07:36 AM - view
The funny part is, no matter the balance of healers to tanks, Slayers will still sit in that queue for 5 hours :P


oh come on, be realistic...its only 2.5 hours
Yes, and I think it was similar to this one...

http://www.inven.co.kr/board/powerbbs.php?come_idx=2141&query=view&p=5&my=&category=%C4%B3%B8%AF%BC%D2%BD%BA&sort=PID&orderby=&where=&name=&subject=&content=&keyword=&sterm=&iskin=&l=6350
/agree, this needs fixing or at least a toggle.
Oxidys on 05/24/2012, 11:00 AM - view
for the trolls, im not moaning because someone got pvp'd im moaning because the entire area is shown on my minimap as a safe area...if being able to GvG is now allowed in all safe zones, i would be extremely happy.

this is more or less an apperently failed attempt at reporting a bug.


Not a bug. The whole island is a safe zone from outlaws, not GvG. The tower base is a safe zone like any city or camp, but you can be killed by an enemy guild outside while questing there.

The 'safe from outlaws' is actually a buff you receive while on the island, which is the only thing that is in addition to the normal safety of camps/cities.