Post by EchoVamper on Oct 19, 2009 10:54:31 GMT -5
I've been trying to figure out aggro in this game. So I thought I'd get a little discussion going here just in case anyone else has some insight.
It seems that it works a little differently in Aion than in some of the games we previously played. A "taunt" or provoke does not actually switch the attention of the mob to the taunting player. It just generates enmity. It may or may not grab the mobs attention.
In Aion there apparently are two kinds of aggro:
1. the kind that you generate from specific enmity producing spells (Provoke, Provoking blow, etc)
2. the kind you (or anybody else) get from doing regular damage to the mob
The first kind generates a lot of enmity but it decays at a fast rate. The second kind just develops slowly, but doesn't decay as rapidly.
Because of this, the "experts" are at present recommending that tanks (e.g. Templar and in some cases Gladiators) spread their "provoking attacks" out over time and do regular damage in between. This makes it harder for burst DPS to take the "aggro" away from the tank.
The other thing I'm learning is that the AI in Aion is a little bit more advanced. Some people think that certain mobs are predisposed to target healers and support. Furthermore, people seem to be observing that ranged mobs are the ones that do this most often. As a result most experienced tanks are recommending that the ranged mobs be marked for the kill first, particularly if elites are involved. I haven't done the Krall quests yet, but this theory has been mentioned as important in these.
I haven't got this all figured out, so if anyone can shed any light on it for me, I'd be thankful.
One thing I have noticed is that it is much harder for Paradis to regain aggro in small groups than it is in a larger group like we had yesterday. Provoke and the provoke attacks worked very well yesterday, whereas when I've been out with say, Morreion and Jaema, I sometimes cannot get the aggro back so easily. It makes me wonder if there is some kind of an "averaging" or "leveling" effect for enmity in larger groups. Perhaps the Templar's abilities are actually built to work better in large groups.
Edit: The other thing FWIW is that for tanks people are recommending a mix of attack and crit manastones. The ratio of the two is still up in the air. But it seems that the attack stones help generate steady Type 2 enmity (above) and give just as much damage over time as crit-hit stones. Early on everyone was saying crit-hit was the better of the two. Now it seems a mix might be better.
/learning as I go
It seems that it works a little differently in Aion than in some of the games we previously played. A "taunt" or provoke does not actually switch the attention of the mob to the taunting player. It just generates enmity. It may or may not grab the mobs attention.
In Aion there apparently are two kinds of aggro:
1. the kind that you generate from specific enmity producing spells (Provoke, Provoking blow, etc)
2. the kind you (or anybody else) get from doing regular damage to the mob
The first kind generates a lot of enmity but it decays at a fast rate. The second kind just develops slowly, but doesn't decay as rapidly.
Because of this, the "experts" are at present recommending that tanks (e.g. Templar and in some cases Gladiators) spread their "provoking attacks" out over time and do regular damage in between. This makes it harder for burst DPS to take the "aggro" away from the tank.
The other thing I'm learning is that the AI in Aion is a little bit more advanced. Some people think that certain mobs are predisposed to target healers and support. Furthermore, people seem to be observing that ranged mobs are the ones that do this most often. As a result most experienced tanks are recommending that the ranged mobs be marked for the kill first, particularly if elites are involved. I haven't done the Krall quests yet, but this theory has been mentioned as important in these.
I haven't got this all figured out, so if anyone can shed any light on it for me, I'd be thankful.
One thing I have noticed is that it is much harder for Paradis to regain aggro in small groups than it is in a larger group like we had yesterday. Provoke and the provoke attacks worked very well yesterday, whereas when I've been out with say, Morreion and Jaema, I sometimes cannot get the aggro back so easily. It makes me wonder if there is some kind of an "averaging" or "leveling" effect for enmity in larger groups. Perhaps the Templar's abilities are actually built to work better in large groups.
Edit: The other thing FWIW is that for tanks people are recommending a mix of attack and crit manastones. The ratio of the two is still up in the air. But it seems that the attack stones help generate steady Type 2 enmity (above) and give just as much damage over time as crit-hit stones. Early on everyone was saying crit-hit was the better of the two. Now it seems a mix might be better.
/learning as I go