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Live
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10.2.7
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10.2.6
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PUG'ing Effectively
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224239
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138535
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236760
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Post by
lovemuffins
if you can add to the rogues CC that if needed to vanish and stun lock it / kite it (deadly throw or if you have an extra weapon with crippling on it) iv run a few groups where kiting a mob has helped in CC.
Warlocks if they have a nice big open spot in the back (like way back) they can use fear. (doubt full CC but still something.)
feral druids if needed (and not tanking) can go bear and tank a mob or two till the tank pulls it off the bear. basically transferring tanks.
enhance shammys "can" tank a mob that doesnt hit very hard but not a good idea (with a shield on of course)
mages can kite for extra CC. spec doesnt matter rank one frost bolt goes a long way.
just ideas and thoughts. Nothing like making pugs better and easier
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243492
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218949
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Post by
airtonix
Priests
, you may find a time when you need to
Mind Control
Shackles too.
Shamans
... well... Maybe someday Stoneclaw Totem will be useful.
They have Hex now at 80.
Paladins
, I think get a stun... or something. And maybe a ranged taunt... I guess.
Yep, Hammer of Justice (i think its called), divine intervention on the aggroing player, and a new one repentance.
Post by
275174
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Post by
cosmicguen
Little late to the party (geddit?), but had to chip in and say nice post. It's not going to restore my faith in pugging (don't feel bad, miracles are hard to come by) but hopefully it'll help future generations of puggers understand the group concept better.
One thing I didn't notice when skimming over the replies here concerns CC, so I thought I'd mention it. As dps (fury warrior or ele shaman) one of my biggest issues has to do with CC in the wrong place.
If you're going to use a form of CC I can break by damaging the target, then please please
please
don't target a mob sitting in the path of my
whirlwind
or
chain lightning
(or other assorted multi-target or AoE effects).
If you're going to sheep, it's generally preferable to sheep the target before it moves forward with the group so the tank can drag everything back, out of the way of the wandering little critter. The tank has an easier time holding aggro on the group, not needing to worry about breaking the sheep, and the dps have a little flexibility. I realise it's not always possible to do this, but it's managable about 90% of the time, I'd say.
This is not me whining that I never get to whirlwind, I should point out. I generally stick to the skull until it's down to about 5% health - that way I'm fairly sure the tank has enough threat on the rest of the group that my spinning circle of death isn't going to cause major problems (our four guild MT's we usually run with are very good at their jobs, so this usually holds true).
The same is true when I'm tanking - I really don't want to worry that my thunderclaps, shockwaves, shouts, mangles, etc are going to break the CC. The sheep gets too close, or the hunter has trapped too close, and I'm generally so busy being careful of it that the ret pal is pulling aggro...
Anyway, my point being - CC somewhere sensible please, because about 70% of my personal CC breaks have been bad positioning by the caster.
Sorry for the wall of text, but I thought it was worth mentioning, as even at 80 some people still don't get it.
Post by
283627
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218949
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125410
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Post by
theASCHE360
Rogues: Nobody cares if you can solo X, Y, or Z - get on skull and
stay there
. (
Stun-locking is extremely annoying for tanks btw
)
Rogues
:
No,
REALLY
, Nobody cares if you can solo X, Y, or Z - get on skull and
stay there
.
LOL that one really made me Laugh :P... oh and i must admit i do the stun locking ONLY when a mob is heading to the healer then y stun lock it and give some secons to the tank so he can take it, the just vanish xD
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79224
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308652
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113930
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302531
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Post by
Future6602
ZOMG Focus Fire, Focus Fire, Focus Fire
Everybody focusing on one target means the quicker the mob dies > the less damage it puts out > the less healing the healer has to do > the less aggro the healer is pulling > the less problems occur. Common problems include:
Rogues: Nobody cares if you can solo X, Y, or Z - get on skull and stay there. (Stun-locking is extremely annoying for tanks btw)
Hunters: Be aware of what your pet is doing. Pulling unintended adds with your pet is the ultimate expression of declaring "Huntard" status.
Mages: Pulling aggro isn't cool. Tank doesn't get hit means he does not build rage/mana, ergo has no rage/mana to get the mob off you. And no, "L2Taunt" is not a viable answer. How about "L2Watch your threat, nub"
Rogues: No, REALLY, Nobody cares if you can solo X, Y, or Z - get on skull and stay there.
Shamans: Enhance gets the short end of the stick, as you never know when a triple WF crit will occur. Best advice is to stay friends with good tanks, whom you know put out enough threat to handle you.
Warlocks: Be extremely delicate with any fears in a 5man and yes, sometimes you may have to seduce. Get over it, you're not God's gift to dps.
Love this part of the thread, and the thread as a whole - i dont see a point there that isnt true.
I often get praise as an undergeared Resto Shammy when im asked to heal. So its often down to lack of practice.. i once joined a group with a priest who had never healed and tended to panic alot once more than one target took damage. The rest of the group overly flamed him "Ffs you nub, learn to heal or dont play a healing class!" ect. in the end i gave him a few pointers and helped abit throwing in some instant chain heals when i got 5 mealstroms and by the last part of the instance the wipes had stopped, so its often better to give people a chance, and some help if you can, that way you make more freinds and earn yourself a better reputation. Its not always about yourself.
Edited, Typo
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245557
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282169
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