Facing two monsters: each class's emergency moves
The detailed death reports are clear: 37 of 42 deaths happen when a second or third monster joins the fight, and 30 during or right after a flight. Each class now has its emergency moves (Evasion, Retaliation, Psychic Scream, Divine Protection…), focuses on the most wounded attacker and avoids pulling a monster in the path of a patrol.
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What 42 death reports say
| Cause (can combine) | Deaths | |---|---| | adds: 2 attackers or more | 37 | | during or right after a flight | 30 | | less than 2 min after resurrection | 11 | | fight started below 80 % health | 8 | | on the way to an NPC | 6 | | killer 2+ levels higher | 5 |
Example: a level 8 rogue attacks a leper gnome; a patrolling snow leopard and a second gnome join in; it dies in 37 s with nothing but Sinister Strike.
Fixes
- Emergency moves, top priority in combat, triggered by health or attacker count:
| Class | Moves | |---|---| | warrior | Retaliation, Intimidating Shout (2+ attackers) | | rogue | Evasion (2+ attackers or health < 50 %), Gouge (health < 35 %) | | priest | Psychic Scream (2+ attackers or health < 50 %), Renew | | paladin | Lay on Hands (< 15 %), Divine Protection (< 25 %), Hammer of Justice | | shaman | Stoneclaw Totem (2+ attackers) | | warlock | Drain Life below 50 % | | mage | Frost Nova as soon as surrounded |
- Finish the most wounded: against several attackers, hits go to the one with clearly the least health: fewer monsters standing, fewer hits taken.
- Patrols: watch radius around a target raised to 18 m, and a target is not pulled if a moving monster passes within 25 m.
- Measurement: each flight ends with “successful flight” or “caught”, to decide whether fleeing really helps; the last decisions in death reports are no longer drowned in combat traces.