The art of drawing aggro

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C
Creston
Lion's Arch Merchant
#1
Hey all,

I'm playing a W/Mo right now, and am attempting to learn the fine art of tanking. I can draw aggro to myself when there's not too many monsters running at us, but when it reaches five or six, there's always a few that get by me.

Here's what I try to do.

1) Let the ranger draw aggro. If there is no ranger (argh..), I'll usually walk up just until my aggro bar hits one of the monsters, then I'll run back about 50 feet or so so as to avoid drawing other monsters. By this time my party is still behind me, preferably quite a bit.

2) Once monsters start running up to me, I try to bump into them as much as possible. If I'm by myself, however, I can't block them completely, and usually a few will always go by me and attack the monk or the other squishies. This is annoying, because typically 2 or so WILL stick to me, so I don't want to run back and draw even MORE hate to the squishies.

3) Very often, monsters will teleport a little bit just as they get near me, and completely go through me. This seems rather poor prediction on Anet's servers' part, but it's very annoying when it happens.

In short, I'm trying to find some way to get ALL the monsters to come tank me, rather than gank the squishies.
I've found that dealing damage to them usually makes them mad, so I'll try to turn on Balthazar's Aura beforehand, but this really is a waste of energy and damage if you do it that way.

There's gotta be an easier way to draw that aggro all to myself? Sometimes a party member will attack before monsters are locked on to me, which is what causes it, but even if the party just stands there, the mobs will aggro the monk.

Am I doing something wrong? Need tips from fellow warriors.

Thanks!

Creston
ManadartheHealer
ManadartheHealer
Desert Nomad
#2
Generally, having the ranger pull is best...

What I like to do to pull is take a longbow (range>aggro circle) and fire it at one of the monsters. Then that mob will attack (preferably me, in which case I throw up whirling defense), and I find it to be more precise when trying to pull a single mob (sometimes, your aggro circle will "clip" a second mob, and this is no good )
Epinephrine
Epinephrine
Master of Beasts
#3
A party trying to use AoE and such neeed a good tank.

The good tank (singular...) groups the foes up. he does this by engaging them at a distance of about the aggro circle's radius ahead of the party. Seeing nobody else, the enemy will flock to him. If there is a pesky healer type, the warrior walks dragging the group along, next to the healer/caster. This is amazingly effective. In some missions there are items like a staff or torch or crystal or seed which must be carried. dumb parties give this to the healer, since he doesn't need his weapon out. These items draw aggro like nothing else, and belong on a warrior. Use it to pull the aggro. With one of these items you don't need to be as far ahead, just carry it, let them mob you then drop it and begin hacking away.


The worst tanking is generally done by multiple warriors, who each intercept someone coming into the group. This results in at least two pockets of fighting, probably more since some will get by the warriors. People don't seem to realise that they can bring enemies together, or that you can force enemies surrounding you into a better conformation by taking a step or two and getting them aligned in front of you.

Best (of the worst) is when the tanks each get a pocket, and so does a squishy character (typically the monk), who then runs around all over dying, instead of dragging the enemy into the AoE or over to a warrior who could peel it off by aggroing it/hamstring - oh, and then the tank in the AoE sees the running monk, and takes off after him, dragging all the enemies out of the AoE. And into a patrol most likely.

Tanking is an art, and it is best done by one tank.
s
salja Wachi
Banned
#4
that is hwy ou need a good ranger

best aggroers in the game are rangers if they are played correctly
Red Locust
Red Locust
Site Contributor
#5
Much simpler for the warrior to simply equip a longbow, plink an enemy, then reequip his stuff and proceed.
R
Rothgar
Academy Page
#6
Epinephrine said most everything that needed to be said about drawing agro. Make sure the rest of the party keeps the warrior outside their agro circle, the warrior draws the enemy in with a bow (flatbows work best), and the casters wait until ALL the drawn mosters are hitting the warrior before they start attacking.

The number one reason a warrior can't tank or looses agro is the casters getting impaitent and attacking early. If the casters can wait that extra second before engaging it makes all the difference in the world.

An contrary to popular opinion, a warrior with a bow makes the best puller of a group since they WANT to get attacked.
s
salja Wachi
Banned
#7
seems to me that a ranger makes the better puller as long as the warriors stand behind him. pretty simple ranger pulls a mob then rins behind the warrior. no need to switch out weapons etc.

not a hard concept.
T
The Destroyer
Frost Gate Guardian
#8
couldnt have said it better Rothgar. Equip a bow for pulling. Stay at ahead of your party and out of their aggro bubble. Pull 1 group let them all pound on you when you have everyones attention and they are all beating on you you should still be fine you are a tank and can heal yourself till the monk can come in with the rest of your party to kill the monsters. Big thing here make sure your team knows WHY you are staying ahead and that you are pulling only 1 group of aggro to yourelf that way they dont think you are running crazy and trying to be superman.
Lasher Dragon
Lasher Dragon
Draconic Rage Incarnate
#9
When I pull with my longbow, all the monsters are poisoned by the time they get within melee range.
R
Rothgar
Academy Page
#10
Quote:
Originally Posted by salja Wachi
seems to me that a ranger makes the better puller as long as the warriors stand behind him. pretty simple ranger pulls a mob then rins behind the warrior. no need to switch out weapons etc.

not a hard concept.
The thing is your adding in more complication into the mix with a Ranger drawing.

First you have the monsters seeing the ranger first, then you have the ranger running backwards, and then you have the monsters retargetting the warrior.

With a warrior your skip the last two steps and don't have to worry about the ranger running far enough away to break agro, or not running far enough and leading all the monsters right for all your squishy casters.

The only advantage of having a Ranger draw is that his first shot can do more damage then a warriors first shot. This advantage is of limited use since the second all the monsters are grouped up on the warrior your group can AOE the snot out of all of them.

Quote:
Originally Posted by Lasher Dragon
When I pull with my longbow, all the monsters are poisoned by the time they get within melee range.
Yes, but when they get within melee range, their all targeting you, not the tank. Now the ranger has the second best armor in the game, so yes, they can tank, but why when you have a real warrior (with the best armor in the game) that wants to do his job?

[Plus the thread is about how a warrior can draw agro the best, so the Ranger vs Warrior pulling is a bit off topic.]
A
Arrow Whisper
Frost Gate Guardian
#11
There is a pretty good thread floating around this board or another board about positioning. Trust me when I say positioning is everything. 90% of the time you can get the mobs your not beating on to stand there and drool on each other, because the AI is telling them to get to the "Squishies" as you call them but can't because of objects in the area like a boulder, or a hole that is not passable etc.

If you see several mobs behind a mountain you know you can pull around the edge, keep your hencies as close to the wall of the mountain as possible. When they do agro they will take the shortest route, often times RIGHT next to the mountain wall, if your standing there they often times can't pass and will either ignore you until you start doing damage to them, or start attacking the closest thing to them which is you. If your not using henchies it's even easier since several spells and especially healing spells don't requre Line of Sight (LoS).

Keep the terrain you mind everytime you pull, blocking the mobs with your toon, or an object, can stop a lot of melee and spell damage if the mobs you pull are positioned right.
T
The Destroyer
Frost Gate Guardian
#12
Quote:
Originally Posted by Lasher Dragon
When I pull with my longbow, all the monsters are poisoned by the time they get within melee range.
Same here with my WA/RA apply poison, shot mob one at a time while they run at you, switch to weaponset 2, hit trollunguent, take my beatings, hit troll unguent, party gets in range hit troll unguent, monsters are all dead and not a single ranged attacker was touched. Granted a ranger using whirling defense can do this with lowere level mobs but the areas after ascension the mobs deal to much damage to fast for a rangers weaker armor to deal with even with whirling defense.
S
Santosh
Academy Page
#13
Quote:
Originally Posted by Epinephrine
The worst tanking is generally done by multiple warriors, who each intercept someone coming into the group. This results in at least two pockets of fighting, probably more since some will get by the warriors. People don't seem to realise that they can bring enemies together, or that you can force enemies surrounding you into a better conformation by taking a step or two and getting them aligned in front of you.
I play a war/mo. I was in a Riverside mission group to Sanctum Cay last night with 3 warrrios, 2 monks, and one necro. We did have 1 main tank pulling and the rest of us stood back out of agro range. Once the main tank managed to pull a group of mobs to him, we start assisting him. Occasionally, 1 or 2 mobs would filter through and go after our monks. As the third warrior, I usually wait to assist attack in case mobs get through and start ganking our monks. I would then intercept these mobs and get aggro. The other 2 wars and necro just keep pounding our initial target till dead and then come back to engage my mob. We did this all night with no problems.

My question is:
1) Did I do this right by engaging the mob and just keeping it away from our healers with the classes we have for this mission?
2) Should I have engaged and agro'd these mobs and then dragged them close to our main tank so as to group them together, even though we didn't have AoE nukers?
3) Should I have left the monks to fend for themselves while I assist our main tank's initial target?
T
The Destroyer
Frost Gate Guardian
#14
You were spot on this is a good tactic to use when in a group thats warrior heavy
R
Rothgar
Academy Page
#15
Quote:
Originally Posted by Santosh
My question is:
1) Did I do this right by engaging the mob and just keeping it away from our healers with the classes we have for this mission?
2) Should I have engaged and agro'd these mobs and then dragged them close to our main tank so as to group them together, even though we didn't have AoE nukers?
3) Should I have left the monks to fend for themselves while I assist our main tank's initial target?
In my opinion you were doing the correct thing. The reasoning behind this is that a warrior's armor is superior to that of a caster for the majority of damage types so any time a warrior takes damage rather then a caster, the right thing is being done. This also has the side effect of allowing the monk to use less energy in healing the damage, so your primary tank can get more heals, keeping him alive, and the monsters off the other members of the group.

A warrior should not try and do number 2, since Guild War's monsters are very quick to lose retarget someone easyer to kill then a warrior. Now it is possible to drag a monster into an AOE or into the main group when the warrior surrounded by casters in the party, but I would consider it an advanced tactic that takes some finess, I personally don't try and attempt it unless I think it will effect the outcome of the battle.

In most situtations I would consider number 3 the worse thing to do, IF you have the monster already attacking you. However, I find that most casters will stand there and take the hits rather then moving around the warrior so to get the monster retargetted on the warrior (stupid, stupid casters, can't even get away from the damage). If the casters refuse to be smart and drop the monsters off on you then the most helpful thing the warrior can do is finish off the main target since killing things quicker reduces the amount of damage your party takes.
IxChel
IxChel
Lion's Arch Merchant
#16
Wow. Excellent thread. Let me summarize:

- A single warrior (ideally using a bow) is the one generating the "clumping" circle. If there is one tank, everone knows the routine and the healer's job is much easier since they can use high-powered buffs (shield of regeneration, mark of protection, healing seed).

- All other team members should stay out-of range untill the circle has been setup. Elementalists, in particular, should _wait_ till the circle is formed before starting casting -- patience pays dividends.

Quote:
Originally Posted by Epinephrine
The good tank (singular...) groups the foes up. he does this by engaging them at a distance of about the aggro circle's radius ahead of the party. Seeing nobody else, the enemy will flock to him.
...
Tanking is an art, and it is best done by one tank.
As a healer, I never join PuGs with more than one warrior. It is a good sign that the PuG will fail and you'll have that healer running in circles trying to keep people happy.

That said, if you have 2 coordinated tanks... that play well with each other,
they can make a serious wall-of-meat and are even more effective than one tank. At high levels, they can put their backs to each other (one faces E the other W) and both get the shield advantage. However, well-coordinated tanks are something you typically only get in a group formed via guild members.

Quote:
Originally Posted by Rothgar
the warrior draws the enemy in with a bow (flatbows work best), and the casters wait until ALL the drawn mosters are hitting the warrior before they start attacking.
Yes, excellent advice. When I play my warrior (Wa/Ne) toon, I use enfeebling blood instead of a flat bow. The opposing tanks are then all cursed by me, so they rush to me to attack. Rather than attacking right away, I spend the next few seconds looking for opposing team warriors that look like they are going to sail-by and not clump around me. To them I cast a parasitic bond -- that usually changes their direction back to me, unless a caster has attacked them.

Quote:
Originally Posted by The Destroyer
Big thing here make sure your team knows WHY you are staying ahead and that you are pulling only 1 group of aggro to yourelf that way they dont think you are running crazy and trying to be superman.
I'd not call it 'aggro', I'd call it 'clump'. The 'aggro' is when you accidently pull more than one group at a time -- its a mess. The word 'clump' gets the point across much more clearly, you want to cluster all of the opposing team tanks around you.

Quote:
Originally Posted by Rothgar
The only advantage of having a Ranger draw is that his first shot can do more damage then a warriors first shot. This advantage is of limited use since the second all the monsters are grouped up on the warrior your group can AOE the snot out of all of them.
A 'wilderness survival' ranger can tank quite well. Let me explain. When you engage foes, they break into two groups -- the casters who stay back and hit you with ranged attacks; and the warriors that rush up to beat on you. A ranger is quite resillent to the range attackers; so, you could engage like this:

1. The ranger moves up, creates traps, and attacks the opposing team's warrior(s), who rush up. The ranger then buffs 'evade' and other anti-tank buffs. A ranger/necro could use enfeebling blood to ensure that incoming tanks are not effective.

2. The entire team takes out the opposing team's warriors. In the mean time, the Ranger is being hit _hard_ by the opposing team's casters. But this is only temporary. The Ranger's good elemental AC (esp. with lightning bonus) makes them even more "survivable" than a warrior for this purpose.

3. After the warriors are dead; the team converges on the opposing team's casters/rangers.

Quote:
Originally Posted by The Destroyer
Granted a ranger using whirling defense can do this with lowere level mobs but the areas after ascension the mobs deal to much damage to fast for a rangers weaker armor to deal with even with whirling defense.
Enfeebling blood + shield of regeneration or mark of protection works wonders. With the exception of the very last mission (/w those hands), you can eliminate the tanks early and then focus on the casters.

That said.... a Wa/Ra is the best kind of tank. They have strength/tactics for defensive stances, plus wilderness for traps, uguent. Plus poison arrows (as you mentioned) for starting the fight. If you've got a necromancer to use enfeebling blood, this makes them drop even faster.
Zexion
Zexion
Wilds Pathfinder
#17
The best way to pull is actually to have a W with a simple, cheap longbow, and make him pull.
Take the aggro on him, and the longbow has the max range.
Simple.

_Zexion
Acan Vishnu
Acan Vishnu
Lion's Arch Merchant
#18
I'd still prefer to have a warrior tanking because they can do so the most reliably... Stances run out, enchantements get removed, unexpected things happen. Then all you have to fall back on is your base AL, which on a warrior can be 101 vs. anything (85AL + 16AL from armor and shield [most monsters don't manage to get around the shield, unless theres alot of them]) Also, when a warrior is running tactics there is really no comparison for tanking, Gladiator's Defense alone will rule the day in many cases... It really shines through when theres only one tank.

I don't know that I'd bring elemental damage too much into it as in PvE its not horribly threatening and in PvP the 'tank' classes don't generally get targeted until late in the fight anyway.
R
Rothgar
Academy Page
#19
Quote:
Originally Posted by IxChel
Yes, excellent advice. When I play my warrior (Wa/Ne) toon, I use enfeebling blood instead of a flat bow. The opposing tanks are then all cursed by me, so they rush to me to attack. Rather than attacking right away, I spend the next few seconds looking for opposing team warriors that look like they are going to sail-by and not clump around me. To them I cast a parasitic bond -- that usually changes their direction back to me, unless a caster has attacked them.
I also play a W/N, however, I find that the energy costs for the attack spells reduces my effectiveness in melee range. The disadvantages of a tank carrying ranged attack spells are:
1) Usally require high energy costs which means:
a) You use more energy faster
b) You can use those less often then the 5 energy warrior skills
c) In long fights you can't usally don't use these skills more then once or twice
2) Reduces the amount of melee skills you can bring (either offensive or defensive), 3) Requires another attribute line

Because of these reasons I like to stick with a good bow.

Quote:
Originally Posted by IxChel
A 'wilderness survival' ranger can tank quite well. Let me explain.
The thing is, if the ranger is getting attacked and the warrior is a defensive warrior you've almost totally knocked that person out of the game. Since the thread is about drawing agro, I would assume the warrior in question would be a defensive tank. Now when I play defensively I bring Gal. Defense, Shield Stance, Dolyak Signet, Watch Yourself, and Plague Touch. If I'm not getting attacked, I'm basically useless in my defensive build.

Now also consider, that you have the Ranger bring defensive skills, rather then offensive skills, so your reducing the effectiveness of that build also.

In all, its possible for Rangers to tank, but it is not the most effective thing to do.
C
Creston
Lion's Arch Merchant
#20
Good advice all, thanks.

Creston