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| Aggro management by Smed |
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| Everything one does in a fight against mobs generate aggro "points", to some
form or other. Doing damage, healing, etc. Even a wiffed swing, missed arrow, or
resisted spell generates some aggro points. Some stuff to think about: 1) Inertia. A mob will not switch targets unless somebody else has generated noticably more aggro. If you generate a fair bit of aggro pulling, it's much harder to take aggro away from you than one would expect from the damage alone. This means that healers absolutely should NOT heal during a pull. This also means that if you're pulling and don't want to hold aggro, you should use low or no damage abilities (such as a debuff spell), or poor accuracy, low damage arrows. 2) Some weapon styles generate a great deal more aggro than what would normally be expected by their damage. These are Taunt styles. Keep in mind these don't lower anybody else's aggro points, just raises your own, so don't expect to take aggro with just 1 taunt if somebody else just generated a hell of a lot of aggro with a crit shot or a group heal. Taunt styles need only 6 spec in sword (Draw Out), spear (Engage), or axe (Plague), though the hammer (Provoke) style requires some 15 spec. 3) Protect ability works by leeching some of those aggro points away from the one being protected, and transfers those points to the protector. This only seems to work if the protector has already generated some aggro points. Which means a healer absolutely should NOT heal during a pull, and should wait until his/her protector(s) have had the chance to swing or cast at the mob. -Smed, Scribe |