Aggro Mechanics

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Anarkii
Anarkii
Jungle Guide
#1
I've started playing GW again after a break of around one year, and it seems aggro is different now...somehow. I've searched as much as I could, and read the wiki page on aggro. But I can't replicate the theories consistently.

Monsters are supposed to go after players with less armor, less HP, wielding caster weapons. I've started playing GWEN using a MM hero(jagged bomber), a SS hero, a WoH monk hero, 4 henchies and myself being Mind Blast + RI ele with other support skills. When mobs are bunched up together, they die really really fast. However, when they go around chasing henchies, it's a dragged out kill.

So I'm interested to know if the traditional 'tanking' still works? Can a warrior or earth ele(or any other tank), hold the mobs together for the AoE to work?
Songbringer
Songbringer
Desert Nomad
#2
no ai is updated to run out of aoe....nm they run out of it slower then hm...hm after taking xx% of dmg they run try to heal come back
Kale Ironfist
Kale Ironfist
Jungle Guide
#3
Quote:
So I'm interested to know if the traditional 'tanking' still works? Can a warrior or earth ele(or any other tank), hold the mobs together for the AoE to work?
That was weakened in a 2005 update IIRC. You'll have to take snares or kill slower for it to work properly.

With the way Guild Wars is set up though, you don't need a dedicated tank. Smart use of skills and positioning/movement is better than wasting a character slot on someone who does absolutely nothing for your team.
Anarkii
Anarkii
Jungle Guide
#4
Yeah I understand the AoE scatter and had dealt with it. I was more curious about monsters aggroing random party members instead of stickying to a tank.
Isileth
Isileth
Jungle Guide
#5
Thankfully GW doesnt use the "normal" aggro system.

So they wont all stick on a tank. Far to easy when you know who they are going to attack.
Quaker
Quaker
Hell's Protector
#6
Quote:
Originally Posted by Anarkii
Yeah I understand the AoE scatter and had dealt with it. I was more curious about monsters aggroing random party members instead of stickying to a tank.
Tanking always requires that the non-tanks stay outside of the mobs agro bubble (or just on the edge) to keep from breaking agro. However, the Heroes & henchies don't know that, so they will get too close - especially the monks when they try to heal the tank. If you really insist on "tanking" and want to micro-manage, you can try to flag your henchies back just far enough to keep them out of agro range - especially the monks - but then, they need to be close enough too.
free_fall
free_fall
Wilds Pathfinder
#7
I've noticed that this also works in reverse - Koss and Jora will run out of the melee a short distance to self-heal/be healed, then run back in. Danika, too, can lead those Mantis 'sins on a merry chase to escape their clutches - who knew she could run so fast in that dress.