hmm purely relying on mana cost to determine healing aggro seems incorrect, because if that was the case what is the point of utilizing Heal Over Times? I utilized them because they would not generate aggro in a large burst, some HoTs costed a significant amount of mana, but did not aggro until it healed for a certain amount. The delayed healing spurts gave the tank adequite time to deal the damage or generate hate to keep the aggro off the cleric, where a complete heal or burst heal especially at pull would get it on the healer.
As is I think taunt is too good btw, but I don't think it's worth complaining about especially since I lack any formula to fix it. I think it primarily has to do with the mob lvl vs. your taunt level, I remember being a SK or War on live and trying to taunt a mob that was red to me and having aggro issues. If the mob was yellow or below I could taunt fine, you just had to be careful with high con mobs.
This is just the button btw, not procs or other forms of hate generating tools. I think that the stun line is also not generating enough aggro, as it typically pissed off a mob a LOT when you would cast it as a paladin or cleric or enchanter. Also mez would generate a lot of hate.
I've never once worried about breaking mez on my warrior because 1 press of taunt is guarenteed aggro off the mezzer on EQEMU... Which isn't right, on live you had especially earlier levels a lot of worry about the transition of breaking mez.. This is why later mezzes gained the memblur component to help assist in this tricky situation.
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