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== Damage Dealer == You are supposed to help tank kill monsters faster, but you have to do it carefully. Attack the same mob the tank is poking. Watch carefully, because poking barbs like to switch mobs fast to hold aggro. And if you have problems with guessing which one tank is poking, then 'scroll out' camera and watch closer to tank. You may also help yourself by using the assist-attack button. Typically, against a boss, the tank wants a couple of seconds before the pets go in, maybe another second before the other melee classes go in, and the casters can start firing in their spells a little after that. You do need to be careful to give the tank some time to gain ''enough'' aggro so that the monster won't immediately give up on the tank and attack you (including someone healing the tank). If you're trying to avoid stealing aggro, you should use slow skills to give your tank a chance to really get mob attention. Also, if you have multiple targets and tanks on each one, you can switch targets with each attack. Never whack one monster from a ''detached'' group of mobs with single attack skill. All of its friends will come over to whack you back. And if a [[cleric]] throws a heal at you, all of those friends will then hate the cleric more than you, and so will rush over to kill the cleric. Who will hate you forever. Don't attack a pulled mob before the barbarian aggros it, you just make barb's and cleric's work harder. When the venomancer is pulling, you are supposed to stay few meters behind barb (he needs some space to catch mob). If you unintentionally aggroed something, don't run in a random direction away from your group. Get to the tank, who should take mob off you. Also, never run out of cleric heal range, no sane cleric will leave party to heal you. If you think you're going to do a huge amount more damage than the tank, hold off for a bit longer. High dexterity fists or daggers users should be careful too (hight damage per second rate). Don't use AoE attacks if the barbarian isn't using his and Flesh Ream on every single mob (FR looks like a glowing pawprint plus an orange fire explosion on the mob). {{Imagebox|image=Fleshream.gif|iwidth=upright=100|bwidth=100px|text='''Flesh Ream - the strongest aggro skill.'''}} Normally, a barbarian uses Roar at the beginning, but if he uses it in middle of battle, then it probably means something 'bad' is happening (new unwanted mobs joined, or old ones are loosing aggro) and you are supposed to stop DD (BTW Roar appears as a counterclockwise spinning golden sword plus an aura on every mob). {{Imagebox|image=Roar2.gif|iwidth=upright=100|bwidth=100px|text='''Roar - use it only at the beginning or when you're loosing aggro.'''}} If you are trying to steal aggro to keep other people alive, use your fast skills (and save your slow AoEs for situations where you have no better alternative). Generally, you're not allowed to play hero if you're too squishy (weak, low HP). But there is one case: when cleric is about to be attacked. It is really better for whole squad if you die than him. And your sacrifice will be appreciated. Stuns, sleep, paralyze or any other immobilize skill will be handy when you want save someone. DDs should always spread around tanked boss/mob if it is possible and safe (but stay in heal range). It is easier for the tank and cleric to guess which one of you stole aggro, if that happens. Also, don't stand too close to mob/boss if you don't need too. If you ''do'' take aggro, then you need to stop attacking to allow the tank to get it back. You also need to not run away from the tank (because the monster will follow you) and you ''especially'' need to not lure an AoE monster into the cleric. If you have to, your role is to die to allow the situation to stabilize. Preferably, just wait for the tank to get aggro back. If anyone other than a barbarian was tanking then you ''really'' need to stop attacking. Very few other characters have the instant 'reset aggro' abilities of barbarians. (There's a genie skill, 'Alpha Male', though) When 'zhening' (killing many monsters at same time while cleric use Blue Ball) you are supposed to 'catch' mobs with your AoE before they hit cleric (BB will aggro every mob in range). For example: Blademasters should stun physical mobs, and wizards and archers should position their AoE attacks carefully. Another very effective way to catch incoming monsters is to use the Alpha Male genie skill. It's a very strong aggro AoE which may by used by any class, although it does overwrite 'bramble'. The Archer's 79 level skill, Elven Alacrity, doesn't aggro, so you may use it if someone from your team is in trouble (i.e. chased by mobs while rushing). AoE buffs won't re-draw aggro from someone else on you.
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