by Normy » Mon Jul 21, 2008 1:13 pm
I disagree Dindaur, although not completely.
We do have a sort of gimp AE agro with our heals, this has been well noted and is something I use to my advantage as well. If we get jumped by multiple mobs during a raid, one of the first things I will do is group heal and usually follow up with clicky group heal. This will put at least a few mobs on me if another tank isn't already agroing.
However, this is not a true AE agro. The difference is if our group members do not have agro on mobs, then it generates no agro for ourselves. Since I primarily raid, this makes a pretty big difference to me. A good example is the first AG north event. For those that don't know, it requires a large number of decent hitting mobs to be kited around while the main raid kills select rooted mobs.
During this event, the SK's really shine, and them and several warriors will build a large chunk of a train. Not a problem, unless one of them gets summoned and killed or a bad stun or whatever, then suddenly there are a lot loose. The hardest part is pulling mobs off clerics (obviously) and shammies (not so obvious). A burst heal on a shammy will not overcome slow agro, and usually a stun or two is needed. I can take some beating, so I can stop and cast stuns on several before I have to run or take a death, but nothing like what sk's and warriors can do.
What I don't understand is why AE agro is a "class defining" line for SK's. What level do they get that line at? Their first AE agro is level 69, so before that they aren't SK's? Don't get me wrong, I have no problems with them having the ability, but since they already share it with warriors then it isn't class-defining. Looking at their spells and abilities, what defines them is their DPS while still being a tank. So fix their harm touch, make it more usable and more frequently, bump up their weapon procs and DPS spells, and give the only remaining tank class the same ae agro ability.