Currently, if you pull a mob without doing damage -- Malo, etc -- if your path into camp has the new mob pathing close to your pet that is tanking another mob, the new mob will agro on your pet.Piemastaj wrote:Like I said, you put the AOE thing on a pet weapon. If you notice rune procs do not gain attention of unecessary mobs, they only gain the attention of mobs currently on your hatelist. And I would absolutely want this on my pet in current content because I frequently have adds and generally they beat my merc down.
I always keep /pet focus on and send pet to hit adds for 1 tic which is enough to draw agro, then send the pet back to the original mob.
Or if content is too high for pet to tank 2 mobs, RS is the off tank of choice.
I would caution against any AOE ability on pets due to lack of absolute control.
The negative consequences in Solo/Group/Raid situations out weigh the few times I can think of where an AOE that would draw mobs to my pet that I did not specifically ask the pet to agro, would come in handy.
For farming low level mobs I always just run through the zone with /pet focus but not /pet hold -- target a mob -- /pet attack then target the next mob and /pet attack.
Do that for as many mobs as you care to take on at one time.
When you stop gathering mobs, tell pet which mob to tank 1st then go through the list until all are dead. -- If mobs are low enough, use BEAM nuke.
AOE -- What would be the range?
What would be the duration?
Do we turn it on and off or is it on all the time?
As for mercs, Don't they follow the same rules as PC's when it comes to pet agro?
If a player or merc is in melee range of a mob, the mob will hit the player or merc over the pet regardless of how much agro a pet has.
So if adds are eating your merc, then you either have to move so that your merc moves or off tank with RS because the heals are generating too much agro.
But again, I think that if you have your pet hit the add for a tic or two the heal agro issue will be put to bed.
Sued...