Originally Posted by Feurin Longcastle
I find it humourous to see all the comments regarding warriors taking the aggro first by running in first. The AI doesn't function like this anymore. As soon as other targets come within range, they switch targets immediately. The warrior has no more capability to hold aggro than any other "tank"; the mobs simply go for squishier targets first. The only reason this strategy works in DoA is because of the massive KD's that prevent them from splitting. And even this isn't failsafe, sometimes one breaks through leading to disastrous results.
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The reason why groups lose agro has to deal with misunderstanding of fine details of casting range and agro bubble, and for failing to take lag into consideration.
Casting range is slightly larger than agro bubble. If you select a target, and use the precious meteor shower, it will first move you into agro range, and only then start casting. If you move manually, you can start casting just outside of agro range. This can be easily tested on pvp island dummies.
Second thing has to do with lag. This is online game, and as such, data takes time to travel. When tank first agros mobs, melee tend to overshoot the tank, running towards backline. This is due to movement prediction algorithms. The trick is, for the rest of the group to not panic over this, but let mobs home in on tank.
AI also works in cycles. They don't recalculate targets every frame. They update their targets based on several factors, and person dealing damage will attract their attention much more than someone just standing in their agro bubble. Mobs only recalculate targets every so many times per second, or even less.
Casters, especially in DoA, must follow this: Move just outside of agro bubble range, but close enough to cast, without having any mobs in your agro bubble. Cast your spell. Immediately after casting, move back. By the time your cast does damage to the target, its agro bubble will not have attacker in it, and when mob tries to change targets, it has to decide between tank or caster. But since caster is too far, it returns to attacking the tank.
Last thing to note is the change in AI. If you have more than 3 melee on a tank, every one above will break agro when they get low on health. In doing so, it will also try to find a new target, preferably an easy kill. This is why agro breaks towards the end. Since casters are perceived as easy kills, they get homed on by weakened mobs.
All of this is extremly easy to run in practice, as long as you keep your eye on the radar.
Tank has no innate skill to hold agro apart from body blocking. This is why group must cooperate. That's the most important lesson here.