I've heard that some damage dealing spells will cause less aggression than others. Would someone please list which spells cause less aggression. I'm posting this in the sorc list as well.
Thanks in advance.
Jules
I've heard that some damage dealing spells will cause less aggression than others. Would someone please list which spells cause less aggression. I'm posting this in the sorc list as well.
Thanks in advance.
Jules
Ladies - Mediclady, Elspyth, Warchantress, Bittt, Julez, LilBitt, Bucketoboltz, Skitty, Kerro, Wyntermoon, Kethrey, Kethree, Selany, Gypsie, Cassyopeya, Tinkerbelle, Dyanya, PallasAthene
As far as I know, the ones that deal less damage draw less agro than those that deal more damage.
First I've ever heard that rumor myself, and have never seen anything that I can thing of to confirm that.
My Videos Shadow Mage (ok, it's a build now)
A forum post should be like a skirt - long enough to cover the subject material, but short enough to keep things interesting.
Britches and Hose kidnapped my dog and are forcing him to farm Shroud ingredients.
Damage spells cause aggro based on damage dealt. There should not be any difference between them.
Non-damage spells may or may not cause aggro. For example, Solid Fog causes aggro. Mobs know that something is amiss and come looking for you. Charm Monster does not cause aggro (provided you are not seen) on a monster save. On a failed save, there is no aggro because the charmed bad guy is fighting for you (ie., his buddies won't come looking for you once the charmed guy dies).
I don't remember if this technique works with damage spells.
http://forums.ddo.com/showpost.php?p...1&postcount=17
Right. Feeblemind is another non-damage spell that does not cause aggro on monster save. Disbelieving a PK (first Will save) also draws no aggro. Making the 2nd Fort save causes minor damage and draws aggro.
Other than Subtle Spellcasting enhancement, I don't think there's any way to reduce aggro from damage spells.
Ladies - Mediclady, Elspyth, Warchantress, Bittt, Julez, LilBitt, Bucketoboltz, Skitty, Kerro, Wyntermoon, Kethrey, Kethree, Selany, Gypsie, Cassyopeya, Tinkerbelle, Dyanya, PallasAthene
Ladies - Mediclady, Elspyth, Warchantress, Bittt, Julez, LilBitt, Bucketoboltz, Skitty, Kerro, Wyntermoon, Kethrey, Kethree, Selany, Gypsie, Cassyopeya, Tinkerbelle, Dyanya, PallasAthene
A good rule of thumb is most "direct damage spells" aka firewall, scorching ray, chain lightning..list goes on.. cause agro. Because in game agro usually stems from damage dealt to a target whoever causes that target the most damage generally pulls the most agro. Spells that when they fail cause no damage or very little tend to pull less agro or none and the target will more likely be pulled by the melee whacking on it as opposed to a caster. As far as what pulls the most agro the more damaging your spell the worse it will pull for example chain lightening on your acid/lightning based caster. Generally if enough damage is caused to a target before you hit them you have a better chance of not pulling. With my casters I tend to concentrate on nuking and killing other casters/clerics which may cause the party trouble and forcus less on smaller mobs which the fighters can deal with, that helps on keeping agro down, also consider investing in diplo.
For some spells, yes. Enlarge is great for a solo caster. Provided your graphics are high enough to draw in monsters at long range, then you can cast before they see you.
Ghoste is really the one to ask (I know he replied briefly above). Check out his Shadow Mage 101 thread for tips and tricks.
Ladies - Mediclady, Elspyth, Warchantress, Bittt, Julez, LilBitt, Bucketoboltz, Skitty, Kerro, Wyntermoon, Kethrey, Kethree, Selany, Gypsie, Cassyopeya, Tinkerbelle, Dyanya, PallasAthene
I'm not sure what he agro formula is...but in general, higher damage means higher agro......
But there is a point where the baddie will not turn away from his chosen target no matter what ya do to him.
Some spells that do not cause damage will cause agro. Apparently there is a preference in mobs to go after casters, and if your spell actually affects the baddie in some way, he will agro on you. (some exceptions.....seems successful feeblemind does not cause agro, but does seem to put him on alert sometimes.)
The other night in the Market, I casted suggestion on a devil in a pack that had not agroed on anyone yet. And although I think my suggestion worked on him, he teleported to me with his buddies and at least one of his elite buddies agroed on me....first time I had seen this, and it might have something to do with devils and their teleport ability. They seem to have an unusual agro mechanic......a little like mummies and flesh golems.....just add in teleport.