Aggro mechanics?

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nygel36
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Aggro mechanics?

Post by nygel36 »

Looked for some sort of explination before i asked, no real luck so ill ask it here in hopes i can learn a thing or two.

So how does it work in this game? So far all it seems like is whoever attacks it first has aggro..?? I HAVE to assume there is healing aggro? And dps/nuking? If im a caster sitting back blasting away, is there a limit to how much damage one can do before it comes after you? If there is an existing thread somewhere id love to read it.

so far my observations:

There is no "art" to tanking. Press the taunt and wait for it to come to you.. and thats it?

Aggro is stuck to whoever attacks it first?

Aggro is totally random, and always directed at me becuase im a cute little tryker?

Thanks for any and all info guys!
lienem
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Re: Aggro mechanics?

Post by lienem »

nygel36 wrote: Aggro is totally random, and always directed at me becuase im a cute little tryker?
Out of personal experience, I'm tempted to say yes. ;)
Aggressive behavior is based on different things. First of all, the one who taunts it gets the "hits" yes. But if you hit more/faster than the person who taunted, the mob is likely to go for you. Also, if a mage/healer is close to the mob, it might go for them too. If you get adds, they might got for healers/mages/secondary tanks and so on.
There are skills you can train that enable you to hit a few mobs at a time, to keep them on you and not on the healer for example.
And that's all I can say, I'm not a tank specialist :) .
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sprite
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Re: Aggro mechanics?

Post by sprite »

A lot of mobs have different "aggro rules" - some have preference for the lowest level thats attacking, some have preference for healers (if within a certain distance), some are like bulldogs and will never give up until what they're facing is dead (Gibbakin used to be like this), stuff like that.

As a general rule though, the person who is closest and causing the most "aggro points" (note: "aggro points" don't really exist, its just a way of thinking about it) gets the aggro - taunts give a huge load of them, and all the damage you do does as well. Healing the person who is tanking can also cause them in certain cases (see my first point)... basically its like everything else in the game - complicated :o

And this is all ignoring "aggro ranges" and whether or not the mob is social (can even be social with other species) and other stuff like that which isn't really about tanking.
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cloudy97
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Re: Aggro mechanics?

Post by cloudy97 »

The mob isn't stuck on one target no.

Agressive mobs must likes cute trykers and healers very much. Well, I *think* it is due to a what is a smarter kill, so healers risk more aggro than a tank.

Taunt need a few seconds cooldown, so you will have to re-taunt it whenever it starts chewing on your mage.

Speaking on taunting, Razz and I had great fun playing kipee tennis - standing 30 meters apart and using ranged weapons. Then we taunted the kipee to run back and forth between us while shooting us. The silly critter never even having a chance to hurt us.
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acridiel
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Re: Aggro mechanics?

Post by acridiel »

Yeah "taunt"... like here. :D

I like that one. ;)

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nygel36
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Re: Aggro mechanics?

Post by nygel36 »

interesting stuff. Id love to try to run some expiraments on this, and attempt to write some stuff up to help better the community... i duno, maby there are some formulas or something too.. but i know the developers of the game had to take this into account when making the game, so im sure its in there somewhere.

can you guys give me an example of how a "end boss" fight goes? is it typical to other games where you have a MT, heal chains/rotations, etc? or is it just a FFA duke it out zergfest? hrmm i guess before you even anwser that... there ARE end game mobs correct?
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katriell
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Re: Aggro mechanics?

Post by katriell »

Well...there are bosses, yes, but I wouldn't call them "end game." They're fun, difficult/challenging, and drop valuable supreme-grade materials, but I don't see how they could be considered ending of anything. But that might just be my lack of understanding of the whole endgame concept.

However, there is an extremely difficult boss NPC, named Aen the Desert Blade. Takes a large team to defeat - she has a lot of tough guards. She also has the only loot-drop on the mainland - a very nice set of heavy armor with a unique design and high stats. But she's impossible to defeat without a large number of people and good tactics.

I can't give much more of an answer though, since both of your posts contain terms I don't know. :p "DPS," "MT," "chains/rotations"...
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borg9
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Re: Aggro mechanics?

Post by borg9 »

katriell wrote:... "DPS," "MT," "chains/rotations"...

DPS = Damage per second
MT = Main Tank (The person who is going to get hit lots)
MA = Main Assist (The person whos going to deal with a second target or take over if the MT dies)

Chains = a Line of people that allow the MT to be healed but reduces the exposure of the healers/group.

Rotations = two teams, or two MTs who swap over during a fight, loads of reasons for this, manily reduction of Hate gain (aggro).

These terms are used in games with solvable raid situations, ones that once you have a script for, can be repeated over and over again in the hope that the item you want will drop and that the others in the team don't out bid you for it.

Most games like WoW & EQ use these terms and all the end game content is usually scripted/solved with in the first week of release, with scripts similar to the posted solution to the new Aen by Infinity.

... and btw Aen is not the only mob on the mainland to drop 'uber' loot.
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katriell
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Re: Aggro mechanics?

Post by katriell »

borg9 wrote:... and btw Aen is not the only mob on the mainland to drop 'uber' loot.
Really? Which others? All I can think of is Lixie etc., the "other Aens" that don't exist anymore.
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Re: Aggro mechanics?

Post by namothil »

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