"Provoke"
anarchism
i think it would be nice if warriors could get a skill that allows him/her to keep aggro like "provoke" or "taunt" whatever u want to call it but is a bit annoying the mobs always go to kill the monk unless the warrior do good damage and some of us meat shields warriors usually carry skills to heal oruselves so is hard to keep aggro
Stur
seconded but this is in the wrong forum
Mountain Man
It is a bit annoying that the AI seems to home in on healers and spellcasters, but if your monk is just standing there taking a beating then blame the player, not the game. You need to move as it is entirely possible to "peel" off monsters onto your fighters by running past them (that is your fighters), or take advantage of the terrain. If a monster can't easily get to you, he's likely to give up and find a more accessible target.
Phantom Force
A provoke is nice but not necessarily needed. I've noticed, being a 20 W/Mo myself, there are ways to gain aggro before fights begin. I want to mention that although this works for awhile most times people ignore it and then healers do get upset.
What I have found is that if you are a tank and want to take the majority of aggro you should be out ahead of you're group so they are not in your personal aggro area (meaning they arent in grey circle on mini map). I find that if I sprint ahead and get them to notice me for majority of the fight mobs stay on me or don't head right for healers. If we all go in same time at least 2 out of 4 or 5 of the enemies will attack healers or mages. A provoke type skill would be nice because then you wouldn't have to always be so far in front, but as a warrior I feel it's my responsibility to do what I can to keep damage off of mages. Only times I do not run out ahead is if I know nothing about a mission/quest (which I make known ahead of time) or if it's just not possible. Certain little tricks help but that is about all you can do.
What I have found is that if you are a tank and want to take the majority of aggro you should be out ahead of you're group so they are not in your personal aggro area (meaning they arent in grey circle on mini map). I find that if I sprint ahead and get them to notice me for majority of the fight mobs stay on me or don't head right for healers. If we all go in same time at least 2 out of 4 or 5 of the enemies will attack healers or mages. A provoke type skill would be nice because then you wouldn't have to always be so far in front, but as a warrior I feel it's my responsibility to do what I can to keep damage off of mages. Only times I do not run out ahead is if I know nothing about a mission/quest (which I make known ahead of time) or if it's just not possible. Certain little tricks help but that is about all you can do.
Zilm
Quote:
Originally Posted by Mountain Man
It is a bit annoying that the AI seems to home in on healers and spellcasters,
|
thorizdin
The AI, tries to go after the most vulnerable, ie lowest AL, target. This makes all of the sense in the world, after all its what players actually do. The real problem with this kind of skill is that the Dev's don't like skills that only work in half (PvE or PvP) of the game and creating a "Provoke" or "Taunt" etc skill would either affect PC's, which A.net doesn't like thats why there are no charms or mezzes, or only work for PvE.
BTW: I know there are some skills that are much better in either PvE or PvP, but thats not A.net's intention.
BTW: I know there are some skills that are much better in either PvE or PvP, but thats not A.net's intention.
Mountain Man
Quote:
Originally Posted by Zilm
OMG, so what are your target priorities when you play this game?
|
Axehilt
Provoke would totally noob up PVE.
Personally I feel that MMORPG artificial intelligence is weak enough as-is, without having an additional "AI exploit" which allows you to force the AI to attack only you.
If you want to protect your casters, protect them! Physically block the enemy, use Protection prayers, use team skills like Watch Yourself or Healing Spring, and actually protect them.
Don't ask for the gameplay to be noobed up with a taunt skill. The last thing we need is to degenerate an otherwise complex game into: Warrior spams taunt. Healer spams heals. Mage spams nukes. Congrats, your party automatically wins the battle with no strategy!
Personally I feel that MMORPG artificial intelligence is weak enough as-is, without having an additional "AI exploit" which allows you to force the AI to attack only you.
If you want to protect your casters, protect them! Physically block the enemy, use Protection prayers, use team skills like Watch Yourself or Healing Spring, and actually protect them.
Don't ask for the gameplay to be noobed up with a taunt skill. The last thing we need is to degenerate an otherwise complex game into: Warrior spams taunt. Healer spams heals. Mage spams nukes. Congrats, your party automatically wins the battle with no strategy!
Perishiko ReLLiK
I can agree, but the skill would be useless in pvp.
It would more then likely be adding another spell/skill to your skill bar, and i dont really see that many warriors caring that much that they arent the target in pve... lol...
New point--
I understand you perfectly, and actually gave me more of an idea... Add taunt as a spell/skill in expansions, in a farther area, where things can get Really tough... then the warriors HAVE to be the target, or you lose... it could still require stradegy... but this sort of idea also needs alot more thought into it then what i'm trying... i just hope somebody can understand what im saying.
It would more then likely be adding another spell/skill to your skill bar, and i dont really see that many warriors caring that much that they arent the target in pve... lol...
New point--
Quote:
Originally Posted by Axehilt
Provoke would totally noob up PVE.
Personally I feel that MMORPG artificial intelligence is weak enough as-is, without having an additional "AI exploit" which allows you to force the AI to attack only you. If you want to protect your casters, protect them! Physically block the enemy, use Protection prayers, use team skills like Watch Yourself or Healing Spring, and actually protect them. Don't ask for the gameplay to be noobed up with a taunt skill. The last thing we need is to degenerate an otherwise complex game into: Warrior spams taunt. Healer spams heals. Mage spams nukes. Congrats, your party automatically wins the battle with no strategy! |
I understand you perfectly, and actually gave me more of an idea... Add taunt as a spell/skill in expansions, in a farther area, where things can get Really tough... then the warriors HAVE to be the target, or you lose... it could still require stradegy... but this sort of idea also needs alot more thought into it then what i'm trying... i just hope somebody can understand what im saying.
Vangor
Personally I would like a Warrior Strength based Shout called Face Me!, with energy/adrenaline versions, causes all adjacent foes to turn towards and target the user for 1-3(4 at 13-15) seconds. Current spells are still cast on the previous target so this wouldn't be an interrupt, except for melee skills which will stop and remain active.
As well a single target version called Engage or something from a slightly extended range.
High cool downs for the energy version such as 30 and 20 seconds for single with 10/8 energy use, and 10/8 adrenaline use, perhaps even removing two strikes of adrenaline instead of the standard one.
This would allow the warrior to stop the rush of an enemy or enemies by engaging them as they realistically should be allowed to do, except game mechanics don't really allow you too often to force the attack.
Perhaps a side advantage so it isn't merely a taunt, but, I see it as an effective tactic in PvP matches, buffing the warrior to use this when a few get on the monk, or turning the attentions of elementalists stacked too close to one another after you rush through the fray. Maybe an increased self armor, like 10-15
As well a single target version called Engage or something from a slightly extended range.
High cool downs for the energy version such as 30 and 20 seconds for single with 10/8 energy use, and 10/8 adrenaline use, perhaps even removing two strikes of adrenaline instead of the standard one.
This would allow the warrior to stop the rush of an enemy or enemies by engaging them as they realistically should be allowed to do, except game mechanics don't really allow you too often to force the attack.
Perhaps a side advantage so it isn't merely a taunt, but, I see it as an effective tactic in PvP matches, buffing the warrior to use this when a few get on the monk, or turning the attentions of elementalists stacked too close to one another after you rush through the fray. Maybe an increased self armor, like 10-15
anarchism
Quote:
Originally Posted by Axehilt
Provoke would totally noob up PVE.
Warrior spams taunt. Healer spams heals. Mage spams nukes. Congrats, your party automatically wins the battle with no strategy! |