overide1 wrote:i am trying to remember some information mentioned back towards release and may be confused so bear with me here.
i recall some mention of "collision detection" working in combat. in essence the mob will attack whatever is closest first and then what ever ticks it off enough (agro) second. so, it will switch targets if another player builds up enough agro, it then moves (if its something other than a plant) over to the new target making it the closest target. plants may be the same or somehow differ i am not sure.
the way this comes in handy is that if the mob is attacking someone other than the tank the tank can run inbetween the mob and the mobs current target to get agro on him/her again.
i have done this in fights and do recall it working though i have not been the main tank enough times to be absolutely
so, something to experiment with i suppose.
Mobs can be pushed away from the group, even if you don't have aggro, they are 'mostly' soild.
Each mob type has different 'tactics' which are all learnable.
The one that seems popular with a lot of mobs is the shuffle, the mob will remain looking at the tank, but will shuffle around them until they are between the tank and the group, then it strikes at the group at the back.
Armas do this and will even attack a healer thats healed only once and the tank has been continously hitting it.
Its very hard to script how to deal with mobs in ryzom, but you can learn lots of tactics that will keep the group alive.
Try to avoid thinking in numbers, eg Nukers wait till the tank has hit 10 times then nuke the mob to death, and more about the fight itself, eg the healers are low on sap and hps, I will stop nuking and heal them, then go back to nuking.
There is a single class in Ryzom, its Homin, use the skills you have ALL of em (well maybe not harvest or craft, but I have seen it done
)