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View Full Version : Aggro Management on Group Encounters


Tuch
12-15-2005, 09:23 PM
<DIV>I just came from WoW (please no haters for that). In WoW warriors have basically one main ability for holding aggro and a few other supporting ones. This is called Sunder Armor and is a mob debuff (lowers targets AC) that stacks up to 5 times. When managing groups of mobs, the tank would generally keep 5 sunders on the mob everyone was attacking and then 1 or 2 sunders on the additional mobs to ensure that they did not peel off onto the healers.</DIV> <DIV> </DIV> <DIV>So my question:</DIV> <DIV> </DIV> <DIV>In EQII do you have to cycle through the mobs in group encounters using a taunt or something else on each one. Or are group taunts sufficient to keep the additional mobs off the healers (please note that I am not talking about keeping adds off of DPS classes. Obviously if a DPS is attacking anything other than the main mob that you are holding aggro on, then there is nothing you can do to keep the aggro. So, with everyone attacking one mob, and say there are 4 mobs in the encounter, are AoE taunts sufficient to keep the other 3 mobs off the healers?)</DIV> <DIV> </DIV> <DIV>I hope that makes sense.</DIV>

JeffBship
12-15-2005, 09:40 PM
<P>AoE taunts are almost always sufficient to keep the other mobs off the healers (combined with HtL line of course).  </P> <P>AoE taunts are usually NOT enough to keep the other mobs off the mage who is going all out with AoE attacks.  Just let mage die a couple times, apologize that you can't do more AoE aggro, and mage will quickly learn to just watch the graphics for how often your reactive taunt fires and know how much AoE dps he/she can do.</P>