Aggro management, crowd control and movement?
Senedai
I can't be bothered to make a huge post:
Why did Anet choose to leave out stuff like aggro management (taunt), crowd control and restrict the movement? Because I'm coming from WoW I find this really annoying. Maybe C2 will feature this?
Why did Anet choose to leave out stuff like aggro management (taunt), crowd control and restrict the movement? Because I'm coming from WoW I find this really annoying. Maybe C2 will feature this?
Avarre
You can control aggro without risk if your tank takes the aggro. Monsters that are presented with multiple targets while attacking will attack multiple people, so only give them the target of the tank while the rest of the team holds back outside of the aggro radius.
So long as your tank takes aggro as said, and AoEs aren't dropped on them, you can hold crowd control aggro indefinitely. This is why not rushing and planning your attack is important.
So long as your tank takes aggro as said, and AoEs aren't dropped on them, you can hold crowd control aggro indefinitely. This is why not rushing and planning your attack is important.
Rajamic
Maybe just because it's silly for an monster to charge you just because you say "Your mother was a hampster and your father smelled of elderberries!"?
NatalieD
Guild Wars has aggro management. It's based on positioning rather than shouting insults at non-sapient monsters or using arbitrarily-defined threat-boosted attacks.
Guild Wars doesn't have WoW-style crowd control (except for Pacifism), but it does offer a wide variety of ways to disrupt or shut down enemies, ways that don't end if a careless teammate sends some damage the wrong way.
By restricted movement, do you mean the inability to jump off ledges and suchlike? I dunno. I wondered the same thing about WoW after having played City of Heroes. *shrug*
Guild Wars doesn't have WoW-style crowd control (except for Pacifism), but it does offer a wide variety of ways to disrupt or shut down enemies, ways that don't end if a careless teammate sends some damage the wrong way.
By restricted movement, do you mean the inability to jump off ledges and suchlike? I dunno. I wondered the same thing about WoW after having played City of Heroes. *shrug*
Pevil Lihatuh
Coz unlike WoW, GW is based on skill, not skills you have. Its easy to keep aggro if you taunt all the time (like in eq2). Plus the monsters are (in theory ) smarter; i.e. like a real player they tend to go for th emonk first if they can.
And on the restricted movement... lots of people seem to hate this, but I dunno... I don't mind it. Guess I'm used to rpgs with no jumping etc. Like Diablo 2, Baldurs Gate, Icewind Dale... only rpg I've played with jumping is Morrowind *i think* anyhoo I think many people have given the reason for this so that they can force you to do the missions properly, instead of climb the mountains and get to the end avoiding most enemies
And on the restricted movement... lots of people seem to hate this, but I dunno... I don't mind it. Guess I'm used to rpgs with no jumping etc. Like Diablo 2, Baldurs Gate, Icewind Dale... only rpg I've played with jumping is Morrowind *i think* anyhoo I think many people have given the reason for this so that they can force you to do the missions properly, instead of climb the mountains and get to the end avoiding most enemies
Ganks
Quote:
Originally Posted by Senedai
I can't be bothered to make a huge post:
Why did Anet choose to leave out stuff like aggro management (taunt), crowd control and restrict the movement? Because I'm coming from WoW I find this really annoying. Maybe C2 will feature this? |
Get my point? Taunt would just bug thing sin PvP. There is already movement restriction for the mesmer class. Might be wise to expand your perception from farming and see the rest of the game...
Avarre
He was only referring to PvE, obviously
NatalieD
Quote:
Originally Posted by Pevil Lihatuh
Coz unlike WoW, GW is based on skill, not skills you have. Its easy to keep aggro if you taunt all the time (like in eq2). Plus the monsters are (in theory ) smarter; i.e. like a real player they tend to go for th emonk first if they can.
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Whiplashr
After doing Thirsty River *8* times today with PUG's before succeeding, I have to say that there are *many* people who need to learn better aggro control!
lyra_song
Proper aggro control is a skill YOU learn, not your character.
Its not just about the tank either. Everyone in the party must coordinate if you want to have control.
The ideal situation for a tank is to have zero teammates in the radar. THe enemies only see the tank, and attack the tank. Then the teammates move forward and begin to support fire/heal.
This RARELY happens. I was in a PUG doing low level missions (Nolani Academy) and the elementalist was being an idiot and casting spells and aggroing the monsters. So what happens? I run forward to body block, but they run around me and beat the junk out of the ele.
Its not just about the tank either. Everyone in the party must coordinate if you want to have control.
The ideal situation for a tank is to have zero teammates in the radar. THe enemies only see the tank, and attack the tank. Then the teammates move forward and begin to support fire/heal.
This RARELY happens. I was in a PUG doing low level missions (Nolani Academy) and the elementalist was being an idiot and casting spells and aggroing the monsters. So what happens? I run forward to body block, but they run around me and beat the junk out of the ele.
moriz
on the topic of aggro management, how do i pull a small number of monsters from a big pack of them? i can never seem to do it right. everyone i target one of them with my bow and run back, the entire pack follows, instead of just 1-3.
Avarre
Most monsters are organized into groups, in which aggroing one brings them all. It's just something you have to deal with.
Whiplashr
Sometimes I am able to split up small groups. I'll run up and aggro just the closest one, then start backing off to draw his group. Then turn and sprint, but not full all out sprint because they will then back off. You kinda stutter step, stopping a bit.. Run forward a bit more.. stop a second, etc. You can sometimes often keep the closest one chasing you, while the further ones fall off backwards. Once you get the hang of it, it's not too hard to split them up.
Otherwise I run in and kill one or two and then sprint away to heal up and return. Nice thing about sprint, it seems to always make them give up the chase. Sneak in, kill one, sprint out.. they all back off.. heal up.. sneak in, kill another, sprint out.. then all back off.. etc.
Otherwise I run in and kill one or two and then sprint away to heal up and return. Nice thing about sprint, it seems to always make them give up the chase. Sneak in, kill one, sprint out.. they all back off.. heal up.. sneak in, kill another, sprint out.. then all back off.. etc.
lyra_song
avicara are particularly susceptible to splitting. The mesmer, necro and monk avicara cast slow spells and once they initiate it, they will chase you until their spell casts. Whereas the warrior/ranger avicara tend to stop chasing after attacking once or twice.
This is particularly annoying when you shake off most of a mob and you have 1-2 casters chasing you. They will NOT stop chasing until they cast their spell and only then can you sprint to break their aggro.
This is particularly annoying when you shake off most of a mob and you have 1-2 casters chasing you. They will NOT stop chasing until they cast their spell and only then can you sprint to break their aggro.
Loviatar
Quote:
Originally Posted by Rajamic
Maybe just because it's silly for an monster to charge you just because you say "Your mother was a hampster and your father smelled of elderberries!"?
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S.M. STERLING
LIKED THAT SERIES
Pevil Lihatuh
Quote:
Originally Posted by NatalieD
Now, be fair. Aggro management in WoW is just as much of a skill as it is in GW, if not more so. It's just a different way of doing things.
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CKaz
Quote:
Originally Posted by lyra_song
avicara are particularly susceptible to splitting. The mesmer, necro and monk avicara cast slow spells and once they initiate it, they will chase you until their spell casts. Whereas the warrior/ranger avicara tend to stop chasing after attacking once or twice.
This is particularly annoying when you shake off most of a mob and you have 1-2 casters chasing you. They will NOT stop chasing until they cast their spell and only then can you sprint to break their aggro. |
Actually this particular feature made my IDS solo run much more possible as I always got draws where I had to worry about the mesmers and healers in their bunches as they liked blocking the cave doorway. I could handle a couple casters solo, it just got dicey when I got the whole gang as a avicara wise or two and the healer(S) in the mix of fierce and brave w/o a split...
But yeah with the new 'aggro drop off code' sometimes you can get SOME split and keep em split (or have to work at it to do so putting up some distance) but normally you get the 'pre-defined group' attack.
Oh and to the AoE comment, any AoE is OK - it's just sustained AoE.
Once you get past a few seconds that's when you might get some breaking for it, so those skills that go 5-10seconds or constant AoE spamming can make them split up and run about.