Aaryn
Posted On 01/02/02 02:27PM

A few warrior and grouping tips I've learned:

Attack from behind: Get EVERYONE attacking from behind, except the main tank. If you have a decent warrior in the group, he/she should be able to hold aggro, even with everyone else at the mob's back. Don't believe the rogue in the group that says that everyone in the group needs to be on same side opposite him. A good warrior will be able to hold aggro over 90% of the time.

Multiple mobs: Assuming the mob has been mezzed, everyone in the group(s) need to let the main assist break aggro. Warriors should always taunt the mezzed mob at least 2 times before breaking mez, and should break mez with a bash to stun the mob. As said in an earlier post, mez generates bunches of aggro for the chanter, and if the mezzed mob comes to life before aggro has switched, the group will not last long.

Sit Aggro: If you're fighting a mob, and get it down in hits, and your nuker let's fly with the damage, and gets aggro, if you can't taunt the mob off, don't wait for recycle time, get right next to the mob, and sit down. Mobs REALLY hate when you sit down next to them. Who cares that you take max dmg when sitting, your a tank, year supposed to take damage. Besides, you have SO much more hp than that mage/chanter/wizzy there that's getting beat on.

Distance Aggro: Let's face it, our weapons have a pretty good range. You can hit mobs from a decent distance out. Everyone in the group should be at max range that still allows them to hit the mob. Except for the main tank. He should be right up there, in the mob's face. For many mobs, it might even appear as though your looking thru the inside of the mob. Doesn't matter, year not there to look pretty, year there to tank and hold aggro, and mobs tend to go for the one's closest them.

For casters and non-tanks: If you get a mob beating on you, please don't run around like a stone leer cockatrice with it's head cut off. All your gonna do is give the mob free shots at your back. Stand still, let the tank get to you and regain aggro. He/she can't do that if year running around. And running around in some places will aggro other mobs, and a controlled situation just became an uncontrolled one, and here's hoping nobody gets left behind in the evac, or dies before evac.

Hope some of these suggestions help!

Aaryn Devaliant
Barb Champion of JinXed

 

     Tharak
Posted On 01/02/02 02:31PM

    Okay guys here we go. I play a warrior (lvl 53) and a chanter(lvl 45), so I must say I know a bit about aggro on chanters and how to get them off. depending on the situation and patience lvl of the grp I usually don't break a mez until at the least 2 taunts ( I try for 3 taunts) but it usually works. I know it may take a little longer but it really saves an arse whoopin on the chanter. Assisting the main assist is a really big deal. nothing aggravates me more than a player breaking mezz's. I know it happens on accident every once in a while but still very aggravating (death by stupidity is always aggravating). Beg, now that is a new tactic I must play around with.

   Well chanters out there, there is a spell line that came out in Luclin: Calming visage and Haunting Visage. Haunting visage raises the hate on the PC you cast it on and calming does the opposite. What I am getting at is, just as the main assist is about to break mez on the mob, cast Haunting Visage on him it's almost a guaranteed aggro on the tank. I know Chanters don't have the slot for it but make a slot for it. it's very useful.

There's my 2cp on the aggro thing

Tharak
Champion of Kaladim
Proud Leader of the Shadow's End

 

     Sonnas
Posted On 01/04/02 09:14AM

Here's a tip for all casters...

If at anytime during a battle you take damage (excluding aoe's) do NOT sit down right away.. especially if you are close to the mob... If you had enough aggro to make it hit you, when it stops and turns back to the main tank you still have a good bit of aggro and sitting will through you over the edge.. This is extremely bad for high hitting mobs as you will take max damage, and your frail little self cannot handle that the same way as a tank.. I recommond waiting 2 or 3 seconds after getting hit before you resume medding, because even in situations where you need mana asap, you're not going to get it if you overtaunt and get summoned to your death.

Happy Huntings,
Sonnas Goldenwine
54th Wanderer of JinXed

 

     elyhim
Posted On 01/04/02 05:36PM

in raid situation and groups,
all melee should attack from behind, except MA ma needs to build up aggro and then call everyone in.
fighting behind the mob gives no parries no riposte the only times you will not hit a m=mob is when you miss and noone gets smacked with roundhaouses during enrage, it also pushes mobs (if you are a well oiled group) so to intterupt.
the MA should be able to keep hate on him..

as a ranger i snare mobs when mezzed, it does not break mezz and when it comes for me after broken i jolt, if the warroir is taunting violia, right to him. if aggro continues i step back warroir gets aggro and for 30 seconds i put 2 arrows per second into him from distance, then step back in to finish the melee. there are sometimes i just stand back and bowshoot, ussually with mage pets or necro pets in battle, with falcon eye i get most of my shots double damage, meanbing if i hit for 70 its 140 damage, i avberage 40 60 per hit and highest crit with my fav bow 10 22 is 130