As a necro when I FD with no spells active on a mob the mob should:
- Stop Hitting me
- Return to Spawn Point if Static and clear all agro/hate when reaching Spawn Point.
- Return to wandering the grid if not static then clear all agro/hate when reaching waypoint #1
- Clear any hate caused by any damage done prior to the FD
i.e. I cast a 1k nuke to pull a static mob then FD. The mob should pause a bit, then walk home. If I get up before the mob reaches it's static spawn point or it's first waypoint, I should still have agro but no more agro than had I just wandered into the mobs agro range. The agro from the 1k dmg should be gone. If I stand after the Mob has reached it's static spawn point or waypoint #1 or I have been FD for two minutes I should be agro free.
I FD with one or more DoT spells active on a mob the mob should:
- Stop Hitting me
- Return to Spawn Point if Static and clear all agro/hate when reaching Spawn Point.
- Return to wandering the grid if not static then clear all agro/hate when reaching waypoint #1
- Continue to take damage from all DoTs (no-agro regen rates on live mitigate this near 100% on most mobs)
- Continue to suffer all nondamage spell effects. (Such as snare)
- Clear any hate caused by any damage done prior to or during the FD.
- Retain agro on DoT caster unless DoT wears off and Mob has returned to spawn point or waypoint #1 before caster stands.
i.e. I cast Dooming Darkness (Snare + Magic DoT) pull a static mob then FD. The mob should pause a bit, then turn and attempt to walk home but because of the snare the mob will stay at a standstill. If I get up before the two minutes is up or before my DoT wears off, I should still have agro but no more agro than had I just wandered into the mobs agro range. The accrued agro from the DoT dmg should be gone. If I stand after being FD for two minutes and my DoT has worn off I should be agro free. If I stand before the DoT wears off , the mob resumes it's attack on the next tick of the DoT. At no time should any DoT'd mob be attacking me whie I am successfully feigned.
*This is key to splitting. To Split mob A from B:
1) Snare mob A - Mob A walks towards you , Mob B run at you.
2) FD - Mob A turns to return to spawn but can't move, Mob B walks to spawn point
3) Stand Mob A recieves damage from snare DoT and resumes it's attack on you. Mob B having returned to spawn point is out of agro range and has no agro towards you therefore staying home.
I stack 8 heavy DoT's on a Raid Mob and FD between each cast, the mob should:
- Stay agro on the tank because each FD has cleared your accrued damage hate
- If I continue to stand while my 8 DoT's do damage even having feigned between each cast, the accrued damage/hate could push me back to the top of the hate list. (This is why necros commonly FD at regular intervals to keep clearing their acrrued agro during long fights)
I am level 70 and I nuke a level 10 mob down to 1 hit point then FD. My friend a level 1 warrior hits the mob for 1 dmg, the mob should:
- Die and award full xp to the level 1 warrior because all agro/hate from the level 70 nuke caster was wiped during the FD leaving the level 1 warrior as the only PC on the Mobs hate list.
Things that blow my cover are:
- A spell landing on me after having feigned. i.e. a mob begins casting before I FD and the spell lands on me after I hit the floor.
- Being hit by any AE spell.
- Feigning with Auto-Attack on. (I think this only happens to necros , i heard it doesn't happen to monks, don't know about sk at all)
- ... has fallen to the ground.
I figured writing this would serve as a reference to what we're shooting for with FD functionality. Feel free to point out any errors or things I left out.