Spell Icon Bellow  

Description

1: Increase Hate by 149 (L52) to 348 (L53)
2: Increase Hate by 3 (L52) to 52 (L49)

Details   Raw Spell Data, Lucy Spell View

Mana: 0 Endurance Cost: 175
Skill: Offense Casting Time: Instant
Recast Time: 30 Fizzle Time: 0
Resist: Unresistable Range: 100
Location: Any Time of Day: Any
Deletable: Yes Dot Stacking: Yes
Reflectable: No Focusable: Yes
Dispellable: No Interruptable: No
Short Buff Box: No Timer: 9
Target Type: Single Spell Type: Detrimental
Source: Live 09/20

Melee Flags

Initial Endurance Cost:175 Endurance Cost:0/second
Opening Types:
  • Triggered on demand

Messages

You cast: You bellow something profane at your opponent.
Cast on you: You hear someone screaming profanity at you.
Cast on other: Soandso looks angry.

Game Description

Bellows profanity at your opponent, causing them to become very angry with you.

Items with this effect

Quick Facts

Scroll:
Tome of Bellow

Classes:
Warrior level 52

Expansion: Lost Dungeons of Norrath

Duration:
1 min
Post CommentRoot Thread
RE: Bellow
# Jul 14 2004 at 1:21 PM Rating: Excellent
47 posts
Before we got the bellow line, holding aggro, even with the right weapons was a LOT harder. Sure it could be better, but it used to be a lot worse.

My mini-guide on holding aggro:
(not a flame or lecture, just my opinions based on trying a ton of stuff over 5 years and the many characters I've had/deleted/remade)

The question is whether you are trying to be the main DPS or the main aggro, because over time I have discovered that because of the way Sony has things balanced, the two aren't usually the same. This might not be the way we wish it was, but it's reality. In general, I have found that you can either have triple digit hit numbers or you can generate tons of aggro, but rarely both (unless you get the really high end weapons *drool*).

I've experimented a lot on holding aggro with slowers, dots, and paladins/sks trying to pull mobs off me when playing a warrior. The combination that I found works best for me is that I pull using the Bellow line (OMG, not a bow!?! Nope. Not anymore.) and I use two FAST (<20 delay) procing weapons that have stun components to the spell procs.

Some spell procs say stun in the name (i.e., Planar Stun) others are spells from other classes which have one part that is a stun, like a wizzy nuke that when you look it up says "179 dd + stun." (Stuns were put on many nukes to break roots so wizards wouldn't own all mobs solo.) Look up the spell proc on a potential weapon to see if the proc has a stun portion.

Stuns = glue. In all of my trials, stuns generate more aggro even when they are a tiny part of another spell AND most importantly even if they are resisted. This is why paladins are able to hold aggro so easily if they chain up their stuns. Our advantage is bellow multiplies the aggro we generate.

I always try to keep my dex maxed (for max procs) and I am also taunting non-stop. Even though taunt fails at least half the time while bellow is active, it seems to succeed more often if they turn right before the taunt, so I make it a habit. I also keep slam under my finger tip and use it even on mobs that aren't casters. It stuns them briefly and I take a little less damage as a result. It is also possible that it is generating a little aggro (which is multiplied by bellow), but I haven't done comparisons specifically on this.

I also have a haste item (obviously a must!) and try to keep spell haste on at all times. When the effect of bellow wears off, I often fire it again, depending on how close the mob is to dead. It has an aggro mulitplier, so it boosts aggro of all your hits. The fast hits combined with the aggro boost really generates aggro and there is no telling when a dot will suddenly bring the group necro to the top of the hate list if you let bellow fade. Also, after pulling with bellow I will sometimes shoot a bow at the mob as it is coming in just to give me an additional head start on aggro. The damage from the bow is multiplied by the bellow as well.

"But I don't want to be a blender! I want to be a sledgehammer!"

Most warriors I know hate using the lower damage faster weapons because they don't get to see those big sexy triple digit damage numbers, but most of those warriors also can't hold aggro and whine about it constantly. I'm sorry, but it's completely a pride thing and I can honestly say I originally started out playing my previous warrior the same way and eventually deleted it in frustration over losing aggro when my level 20 paladin could hold aggro better. Many warriors feel that if they aren't doing triple digits per swing, they are less tough or something. What it comes down to is they are trading away aggro for pretty damage numbers.

Granted there are some really high end weapons that are high damage and fast too. Split Blade of Destruction comes to mind. (*drool*) Heck, if you are not the main aggro, then you really should pull out the high damage low aggro big hitting weapons, but when I'm main aggro, I pull out the smaller faster stun proc weapons and the mobs stick like glue.

As an example, I just had a pally chain stunning to try to pull aggro off me when hunting two days ago and the most she managed to do was to turn the mob briefly before my next taunt or quad burst. The shaman I hunt with starts the slow cast on my very first hits when the pulled mob arrives. By the time the spell has finished casting, I have usually hit the mob at least 15-20 times with the aggro boost of bellow on. The mob doesn't move. If I were using a big hitting 2hs I would have hit it 3-5 times while the slow spell was casting and I would then be chasing the mob who would be chasing the shaman.

When I tank, I define my role as being able to hold the mob on me so that others can safely do most of the damage, but also as being able to better handle the damage the mob is dispensing (AC/HP, another issue). To me this is the definition of tanking. By holding the aggro well, and minimizing the damage that might be inflicted on others by taking it all myself, the higher DPS classes are able to perform their roles better and the whole group wins.

For me, the high speed stun proc weapons, bellow-line, and taunt combination allows me to do this consistently. Before, it was a lot harder. I hope this information helps somebody.
____________________________
-Furyblade Dragonspirit
Barbarian Warrior
70th Season
Zirconia 75 Gnome Magician
Skirsiss 70 Iksar Necro
Billbert 72 Dwarf Cleric
Parvo 67 Dark Elf Enchanter
Cloudshadow 67 Drakkin Wizard
Monjara 63 Vah Shir Bard
Aaaplus 63 Human Necromancer
Janetica 68 Barbarian Shaman
Sunshade 56 Vahshir Beastlord
Whiteshade 50 High Elf Wizard
& many others...
RE: Bellow
# Feb 02 2007 at 7:11 AM Rating: Decent
Scholar
39 posts
Great post, Furyblade, but there is one important thing you forgot to mention.

[rant]
It is the responsibility of the individual player to manage their own aggro. Yes, the warrior (or any tank) should concentrate on generating as much aggro as possible, but people shouldn't try to steal aggro from the tank -- its a detriment to the group!

Aggro managment is a group affair. A good tank is necessary, but not sufficient -- nukers who use big nukes at 90% mob health spring to mind as a good example.

So folks (you know who you are!), IF you're constantly getting aggro when you slow, or cripple, or nuke, or whaterver, give your tank more time to get aggro before you start casting / smacking the mob. [/rant]
RE: Bellow
# Oct 16 2004 at 1:23 AM Rating: Decent
33 posts
perfect explaination of the problems between holding aggro and doing damage. Good job
RE: Bellow
# Aug 02 2004 at 5:08 PM Rating: Decent
1 post
I couldnt agree more,,the job of the tank is to hold the mob and take the damage while the DPS classes kill it. End of Story.
RE: Bellow
# May 03 2005 at 3:36 PM Rating: Decent
Scholar
19 posts
I completely agree...I tried using your technique and it works like a charm...ofcourse my warrior only has provoke at this point...but fast procing weapons and provoke and taunts all mixed together i rarely loose agro unless another warrior is there with me....
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