Originally posted by CyphusNL Can somebody tell me how the aggro system works in gw. how does a warrior get aggro and keep aggro? How do others avoid aggro? thx
In my experience (limited as it may be) If you wish to keep aggro, keep attacking. If you wish to lose aggro, run away. The game could definitely use a taunt of some form or another, but so far as I can tell, if you're playing support and can't take the heat, RUN.
Very simple. There is no agro system or hate system. If you cut off a mobs arm it isn't any more likely to attack you then anyone else.
However, mobs go for oppertunistic targets. This takes into Range/proximity - they are more likely to attack targets closer to them Armor - they are more likley to attack targets with less armor this means casters HP(?) They are more likely to attack a damaged target then one at full life. - not 100% sure on this one.
That is about it.
As a warrior you rush in and have everyone else hang way back. It's realistic if you think about it. Send the warrior to melee and have your archers attack from range. The further away the better.
If you want to test the armor code simply have your warrior wear starer gear another warrior has max gear. It is also easy to see this if your waiting to upgrade your armor and try to hench. Your warrior suddenly becomes the spike target for every enemy spell
Mobs definitely target (as a higher priority, at least) those with less health and lower armor. Which means that most Warriors will be the LOWEST priority target for the mobs.
This makes total sense actually!! Just consider who a REAL LIFE PLAYER targets in PvE first...it's NOT the big heavily armored Warriors of the Mob is it? If it is, then I'm sure your group gets wiped early and often while the Eles, Mezzers, Rangers and Necros bomb you as you beat on the impenetrable wall who is getting healed by the untouched Monk.
The LACK of a warrior-gimic-taunt and the REALISTIC aggro system in GW makes it a much more challenging and strategic game than other MMOs out there.
Yeah, what Bent said. In GW, much like everything else. holding the mob's attention is a matter of player skill and not just some FaF "rage" spell. It comes down to co-ordination as well as knowing when you should move yourself in. This can even become VERY interesting when you have soft melee'ers like my Sword Ranger going in with the heavier tanks. You really have to pay attention and know how to strip aggro the manual way in addition to knowing how to pull it onto yourself.
Some food for thought:
- Generally, the first person to attack (at range or otherwise) shall be the first target. - This also applies to "passive aggro", where you move your aggro circle over the mob in question. - After the initial confrontation, the mobs will then re-prioritize. If a better (weaker/softer) target has come into range, they will switch targets. - If the monster can not easily reach its selected target (say, you run behind the Warrior) they will change to an easier target (like said Warrior). - If the monsters are forced to run because of the AoE fear game effect (which was added quite a few months ago, and yet people still don't know about this; monsters run from AoE DoT spell effects now) they will re-prioritize their targets when they come back. - If a player blocks the path of a monster, that player has a high chance of becoming the new target (body blocking works in this game, unlike most other MMOs). - If no one passes their aggro circle over the mob, and if no one attacks the mob, then they won't "see" you and won't attack you. - The ammount of damage you deal is not taken into account. - Your Death Penalty, however, is taken into account. The bigger your Death Penalty, the more likely they are to attack you over the guy next to you.
That's all I can think of off the top of my head. It takes practice, but you can hold aggro pretty well once you get used to how they respond to yoiu.
Aggro works just like VGJustice said. Few tips how to deal with it: Tank always lure, not ranger. Tank must be able to survive at least 15 sec alone to gain full agro. This gives monks enought time to come closer and heal him. When tank comes into contact with mob rest of the team must be at least 2 aggro circles behind. Casters must not guide their charrs with keyboard. They will come too close and aggro wll break. Select target with Tab and charr will stop at cast distance, whitch is 1'1aggro. Remember, if mob is in your aggro then you're in his too. Use terrain for fight. Body block on corners, stairs, passages, bridges etc. Hiding behind corners when casting will reduce dmg on casters. Tanks attack mob warriors first. Don't let them pass to your casters. Mob warriors and assasins have interrupts.
Comments
The aggro system is a big pile of failure in GW. Warriors don't even have a taunt spell, well they didn't use to have it, I dunno now.
However, mobs go for oppertunistic targets. This takes into
Range/proximity - they are more likely to attack targets closer to them
Armor - they are more likley to attack targets with less armor this means casters
HP(?) They are more likely to attack a damaged target then one at full life. - not 100% sure on this one.
That is about it.
As a warrior you rush in and have everyone else hang way back. It's realistic if you think about it. Send the warrior to melee and have your archers attack from range. The further away the better.
If you want to test the armor code simply have your warrior wear starer gear another warrior has max gear. It is also easy to see this if your waiting to upgrade your armor and try to hench. Your warrior suddenly becomes the spike target for every enemy spell
Mobs definitely target (as a higher priority, at least) those with less health and lower armor. Which means that most Warriors will be the LOWEST priority target for the mobs.
This makes total sense actually!! Just consider who a REAL LIFE PLAYER targets in PvE first...it's NOT the big heavily armored Warriors of the Mob is it? If it is, then I'm sure your group gets wiped early and often while the Eles, Mezzers, Rangers and Necros bomb you as you beat on the impenetrable wall who is getting healed by the untouched Monk.
The LACK of a warrior-gimic-taunt and the REALISTIC aggro system in GW makes it a much more challenging and strategic game than other MMOs out there.
GW aggro system FTW.
Yeah, what Bent said. In GW, much like everything else. holding the mob's attention is a matter of player skill and not just some FaF "rage" spell. It comes down to co-ordination as well as knowing when you should move yourself in. This can even become VERY interesting when you have soft melee'ers like my Sword Ranger going in with the heavier tanks. You really have to pay attention and know how to strip aggro the manual way in addition to knowing how to pull it onto yourself.
Some food for thought:
- Generally, the first person to attack (at range or otherwise) shall be the first target.
- This also applies to "passive aggro", where you move your aggro circle over the mob in question.
- After the initial confrontation, the mobs will then re-prioritize. If a better (weaker/softer) target has come into range, they will switch targets.
- If the monster can not easily reach its selected target (say, you run behind the Warrior) they will change to an easier target (like said Warrior).
- If the monsters are forced to run because of the AoE fear game effect (which was added quite a few months ago, and yet people still don't know about this; monsters run from AoE DoT spell effects now) they will re-prioritize their targets when they come back.
- If a player blocks the path of a monster, that player has a high chance of becoming the new target (body blocking works in this game, unlike most other MMOs).
- If no one passes their aggro circle over the mob, and if no one attacks the mob, then they won't "see" you and won't attack you.
- The ammount of damage you deal is not taken into account.
- Your Death Penalty, however, is taken into account. The bigger your Death Penalty, the more likely they are to attack you over the guy next to you.
That's all I can think of off the top of my head. It takes practice, but you can hold aggro pretty well once you get used to how they respond to yoiu.
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there is a agroo circle in your compass map.
sometimes mobs smell you from really far , but normaly agroo circle works .
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Aggro works just like VGJustice said. Few tips how to deal with it:
Tank always lure, not ranger.
Tank must be able to survive at least 15 sec alone to gain full agro. This gives monks enought time to come closer and heal him.
When tank comes into contact with mob rest of the team must be at least 2 aggro circles behind.
Casters must not guide their charrs with keyboard. They will come too close and aggro wll break. Select target with Tab and charr will stop at cast distance, whitch is 1'1aggro. Remember, if mob is in your aggro then you're in his too.
Use terrain for fight. Body block on corners, stairs, passages, bridges etc. Hiding behind corners when casting will reduce dmg on casters.
Tanks attack mob warriors first. Don't let them pass to your casters. Mob warriors and assasins have interrupts.