Aint it annoying when all enemies charge at one player in team and they die.
I played warrior throughout the game and i aint never seen an attack that aggro's enemies to come after you.
I might be wrong they might have one but if they dont is it to much to ask for to have an attack e.g taunt cost 5 energy, recharge time 20 secs: aggrovates enemy to attack you.
Like its similar to the keg trick but a skill would be nice
Aggro attack
Charqus
Skuld
Never tried it but it would be funny if /taunt worked :P
Bane of Mortality
Wow you must be a good warrior then! Most warriors never have a problem running in and having every enemy attack them. Then they blame the monks. :P
Elena
the biggest problem is having casters running not even out of youre aggro bubble when the warrior goes and aggro tell the squishies to keep back while everything goes for you and once theyre all pounding on you (wich you want em to doo) they can come closer and cast there mega destruction things
Undivine
There was a thread about this before. Now that I've had time to think about it actually, it seems like it might be a nice idea now.
The way I would see it, you taunt for 5 energy, only 1 enemy at a time, 10 second recharge, and a percentage success rate based on your rank in the tactics attribute.
I think this would add a nice twist to the strategy, because the model mentioned above by Elena leaves something to be desired, namely there are some spells that are most effective when you get it on the enemy before they've aggroed. For example, Imagined Burden or Backfire (I tend to play mesmers). If you let the warrior get aggro first, those spells lose a lot of their utility.
So it'd be nice if warriors can get aggro after battle has started. They can now but it's very difficult, and frankly not terribly fun for the warrior.
Someone will probably mention that such a skill will have no PvP value. I used to have the same feelings that everything had to have a PvE use and a PvP use. That is, until I played a ranger, which has a few skills that have no use whatsoever in PvP (Otyugh's Cry for example). The necro spells that rely on dead bodies are not as useful either, unless you do that whole Resmer thing.
The way I would see it, you taunt for 5 energy, only 1 enemy at a time, 10 second recharge, and a percentage success rate based on your rank in the tactics attribute.
I think this would add a nice twist to the strategy, because the model mentioned above by Elena leaves something to be desired, namely there are some spells that are most effective when you get it on the enemy before they've aggroed. For example, Imagined Burden or Backfire (I tend to play mesmers). If you let the warrior get aggro first, those spells lose a lot of their utility.
So it'd be nice if warriors can get aggro after battle has started. They can now but it's very difficult, and frankly not terribly fun for the warrior.
Someone will probably mention that such a skill will have no PvP value. I used to have the same feelings that everything had to have a PvE use and a PvP use. That is, until I played a ranger, which has a few skills that have no use whatsoever in PvP (Otyugh's Cry for example). The necro spells that rely on dead bodies are not as useful either, unless you do that whole Resmer thing.
ghezbora
ANet has said they want things that are useful in both PVP and PVE. There are a few skills that are exceptions (Light of Dwayna comes to mind) but in general they avoid having skills only useful in one and not the other. I'm not even convinced this would be a good skill in PVE, and it would definitely be totally null and void in PVP.
Aggro management is part of the game, you manipulate it by what you attack, when, and where you position who in the team. Having a skill to override aggro just makes the game easier.
Aggro management is part of the game, you manipulate it by what you attack, when, and where you position who in the team. Having a skill to override aggro just makes the game easier.
elk
Well it may not be a skill but you can create aggro control with quest items or other in-game items. For example, in SF you can carry around a gear and the mobs will attack the person holding the gear. Pretty much any "quest" item in missions or EA's etc. will basically control the aggro similar to what you want. I haven't tried it, but you may also be able to carry/keep old quest items in your inventory and then try using those in other areas to see if it has the same effect. I would imagaine it does.
elk
elk
Monseir
In PvP it could almost be like an interrupt too. Like an ele with long casting time major dmg spell warrior uses Taunt and in the middle the ele focuses on the war but it interrupts his skill. Or in PvP Taunt keeps the enemy focused on you for 5 seconds atleast. Like they can't focus on other peoples during Taunt.
Charqus
Yeah i like those ideas.
Thanks for your oppinions guys
Thanks for your oppinions guys
dawnrain
A taunt skill would make a tank's job easier...
But, I like the way aggro works currently. Aggro control is a TEAM responsibility. The casters have as much responsibility (if not more) as the tank. Between positioning, movement control and the tank rotating targets as necessary, there are more than enough tools for a coordinated team to make use of aggro control. I even suspect that a team with good aggro control and focused fire is more capable in PvE than a team with a better build but poor aggro control.
But, I like the way aggro works currently. Aggro control is a TEAM responsibility. The casters have as much responsibility (if not more) as the tank. Between positioning, movement control and the tank rotating targets as necessary, there are more than enough tools for a coordinated team to make use of aggro control. I even suspect that a team with good aggro control and focused fire is more capable in PvE than a team with a better build but poor aggro control.