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Posted

I have been noticing that Water Blast T9 power Geyser is now aggro-ing bad guys before the animation for the power even begins, and it's a long animation. This means all the bad guys in the AOE start running forward, sometimes out of the aoe power effect, sometimes (depending on the group fighting) being held (CoT, Malta, etc.). I expect this on the melee AOE T9 powers like Engery Blasts Nova or Fires Inferno.

I don't recall this ever happening before with this power. To me Geyser, a ranged AOE like Seismic Blasts Meteor, doesn't aggro the targets, unless there has been a change to this power.

  • 1 year later
Posted (edited)

Bumping this really old post because this problem still exists and is still extremely frustrating. 

 

Firing a nuke from out of aggro range is a key tactic for squishies trying to get a leg up on a group of mobs, but it's kinda useless if the mobs can fire off mezzes or hard-hitting attacks before my damage and knockdown even hit.  It makes the knockdown essentially pointless as an alpha strike mitigation.  The same thing is true for Whitecap.  Mobs get shots off before the damage and knockdown hits them, negating the value of the knockdown.

 

This makes Geyser fundamentally different from any other ranged tier 9 nukes, as far as I know.  It makes whitecap different from any other tele-damage power, like lightning rod or shield charge, or really from any other teleport power.  No other teleport aggroes before its animation is complete, to my knowledge.

 

Water blast isn't exactly gimped because of it, but man oh man, does it feel cheap getting pummeled before my sneak attacks even hit.

Edited by Mr_Enigma
  • Like 2
Posted
1 hour ago, Mr_Enigma said:

This makes Geyser fundamentally different from any other ranged tier 9 nukes, as far as I know.

I haven't tested it recently, but I remember this being an issue with Rain of Arrows, as well -- the mobs in your beaten zone would aggro when you started the animation, not when the attack went off, even if you were attacking from outside their normal aggro range (i.e., so they wouldn't notice you before the attack fired -- at least, that's the theory)

Posted
10 minutes ago, srmalloy said:

I haven't tested it recently, but I remember this being an issue with Rain of Arrows, as well -- the mobs in your beaten zone would aggro when you started the animation, not when the attack went off, even if you were attacking from outside their normal aggro range (i.e., so they wouldn't notice you before the attack fired -- at least, that's the theory)

Yeah, this isn't a unique to Water Blast thing. You can see t happen with various snipes where mobs react to the snipe before you actually fire it, moving to close and attack, and with some assassin strikes where mobs turn and blast you just before you launch the actual attack, and some nukes like Rain of Arrows. I think it is a question of animation time before effect versus mob notification thing.

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