BRK Non-WoW Thought of the Day: Who the <bleeping> <bleep> took our eyedrops!! Oh. Here they are. /doofus

“Dear BRK…why would a mob exit a trap (wasn’t broken, trap just expired) and go for the tank, and not me? Happened several times during the run. You can’t gain aggro on a mob when it’s still in the trap, right? Can a mob be taunted while it’s still in there?

“It seems that at best you’re going to be able to do 3 traps before you’re sitting there taking a beating waiting for the fourth trap to cool down. That right? Are most hunters expected to trap a mob twice, or three times, or more?

“How do you guys work trapped mobs into the kill order? We’re doing them after saps and seduced mobs, but before sheeped mobs. Same for you? I know a sapped mob can’t be re-sapped, but with the longer length of sap, would seem to make sense to take down the trapped guys first. How do y’all do it? Paul”

BRK Emailing Etiquette Update. No double-spaces after periods, period. Don’t make us get uppity. Just knock that cr@p off right now.

So what causes aggro?

-When you damage a mob
-When the mob damages you
-When the mob “senses” healing
-When aggro-generating abilities are used against the mob

If a mob is trapped, nobody is doing damage to it and it is not doing damage. Simple.

If a mob is trapped and a healer is standing right next to it, spamming heals on his party, the trapped mob will indeed have an aggro-gain on the healer. Healing-aggro is proximity-based. If that healer stands far away from the trapped mob, the mob will not “sense” the heals and the healer will not rise on the trapped mob’s aggro list.

Hunters have the job of trapping away from AoE attacks, but healers have the job of not standing right next to trapped mobs.

But what happens when you see that priest standing on top of the trapped mob, spamming heals and getting trapped-mob aggro? Did you know that a hunter can fire a Distracting Shot at a trapped mob and not break the trap? Sure can. Distracting Shot does no damage and thus will not break the trap.

You trap your mob, nice and pretty, but your healer decides to stand right beside it and do his thing. You yell at him to move, but he isn’t paying attention. You, Captain Smart-Hunter, stop firing, retarget your trapped mob, smack it with a max-rank Distracting Pull Shot:

/cast Distracting Shot
/stopcasting

You’ll rise above the healer on the mob’s aggro list! Retarget the Main Tank’s target and resume MQoSRDPS. When the trap breaks, the mob goes for you, not the healer, you chain-trap and prevent a wipe.

How many chain-traps should you be able to perform? We would say Three is the number.

Pull and Trap (1)
Trap breaks
Re-pull and Trap (2)
Trap breaks
Re-pull and Trap (3)
Tank breaks Trap.

Being able to perform a triple-chain-trap is not required for most pulls, but for Moroes it could be mandatory, like in our BRK Hunter Guide Movie. Anything more than three and your guild owes you a great big, tall, frosty glass of Now That’s A Hunter! juice.

In what order do we take down crowd-controlled mobs?

Skull dies first. Anything else is Wrong.

Sap is second.

Trap is third.

Fear is next.

Roots/Shackle are next to last.

Sheep/Banish are last, unless the mage/warlock dies – a frequent squishy-occurrence – in which case this mob moves to the top of the list; a hunter can chain-trap if necessary, a dead mage cannot re-sheep.

Now if a sheep/sap/etc goes bad, the hunter can double-trap. Only one un-tripped trap can exist at a time, but multiple mobs can be trapped at the same time.

Your assigned mob is trapped, nice and proper. Sap breaks early, the MT is not ready to handle it. You, uber hunter extraordinaire, target the “sapped” mob, hit it with Distracting/Arcane and get its attention, drop another trap away from the healers, pull that mob into it, ka-ching, you just earned your pay for the day. Tell the MT, “Handle square first, I’ll chain-trap circle until you’re ready.”

/accept accolades

AC took Ego and Company into Tempest Keep, bought them a nice dinner and showed them a good time. Three bosses down, one silly wipe on Al’ar. We didn’t die at all! /score

Void Reaver is doable in its current incarnation, that much is certain. Harder, yes, worth the effort, we think so. Hunters, watch for the bombs and if they come at you, turn away from the boss and run toward the wall. After the bomb explodes, turn back around and re-engage the boss. Losing ten seconds of DPS-time is much better than dying.

Will Ego have a commentary on her first 25-man raid with her new guild? We can only hope!