Lord_Kreegan wrote: »Sure it works... if you're the healer in your party, you are guaranteed to get aggro.
Run a dungeon; stand back and do nothing for several seconds while the other three guys in your group are fighting. Then cast a heal... instant aggro.
Both of my Templar healers use heavy armor just because of that (not that heavy armor really provides much in the way of damage mitigation) and use "healing on the run" as their primary tactic. I have yet to see any tank or DPS be able to grab aggro off of a healing character; instead, common tactics I've seen are to let the healer get aggro and then whack on the mobs while they're chasing the healer... not taking any damage in the process because the mobs are all attacking the healer.
Seems the most effective healing tactic is to let the mobs beat on the healer instead of the other players.
There is rudimentary Aggro management in ESO. its part of group mechanics that need serious reworking. In all honesty people like to defend this design . But i do not , its very shoddy and easy. tanking takes less skill and the role is just a hybrid dps.I mostly PvP but when I PvE I generally tank, and while I've noticed questionable aggro behavior this before I decided to test this out tonight and the results are completely baffling.
Mobs seem to target anyone and everyone in the group of the person attacking them regardless of what is actually going on in the fight.
For example:
- I shield assault into a group of enemies and do nothing else. 2 enemies fight me, 3 run to fight the person in party with me.
- I run into a group and use engulfing flames hitting them all. Every single enemy runs off to attack the other person in my group.
- I run in and light attack one enemy. Only 1 of 5 enemies runs off to attack my party member.
In all these examples my party member did absolutely nothing. We tested dozens of times, with them standing next to the mobs, a few ways away, and even in another room out of LOS of the enemies. It seemed to be completely random and the mobs would run so far they would reset themselves trying to attack the other character even though that character had done absolutely nothing.
We checked that there were no hots or running on the character doing nothing, and even tried with me spam healing and DPSing while the other player did nothing and again it was completely random how many mobs if any attacked either one of us.
We swapped roles to see if maybe it was the armor playing a role in aggro (like heavy armor gets less/more aggro) But the exact same random results.
So I'm just wondering if there are some aggro rules somewhere or anything on how it works, I know about the taunt skills, I'm just talking about general aggro on enemies. Is it based on health maybe?
Any information appreciated.
Lord_Kreegan wrote: »Run a dungeon; stand back and do nothing for several seconds while the other three guys in your group are fighting. Then cast a heal... instant aggro.
Harleyquinceyeb17_ESO wrote: »As a full fledged tank, let me tell you a few things about aggro and how it works...
It does not.
Really, it's that simple. Do you have someone with a resto staff? You can bet your hide that this person will get initial aggro most of the time. Which is fine with me. But now comes the thing which validates my point: Taunts. They are broken since roughly November and ZOS is "actively investigating the issue" ever since.
See, I'm really not one for easily being annoyed but it's role-breaking. We're talking about standard (happens in what.. 7 out of 10 fights?) phenomenons such as:
Mob gets 1st Taunt. Runs off to random guy.
People bash that mob.
Mob gets 2nd Taunt. Focuses on Tank now.
People bash the mob, Mob decides to randomly lose aggro despite Taunt still ticking off.
And now comes the fun part - if all this happens within 10 seconds, you're screwed. Why? Because there is a mechanism in place called overtaunting. If you taunt more than twice within 10s guess which mob will grow taunt-resistant for a while? Yup. That very mob.
Now of course on your average Joe-the-Mob this is no issue.
On your Ash Titan or whatever - it IS an issue.
Other than taunts the aggro does indeed really seem fairly random at first with a strong bias towards resto staff users followed by archers - which is really perfectly fine and understandable imho. I could live with that very well, if the game allowed me to taunt properly.
This is all true for both, the Undaunted taunt as well as the 1h&shield taunt.
Also combining melee taunt and ranged taunt is utterly broken.
My usual tanking of axes in hardmode AA looked like this:
- Inner Beast to grab them
- Pierce Armor to keep them on me
Well apparently if you use both taunts (i am not saying overtaunting, i don't overtaunt) the taunt breaks randomly and usually very early.
Final decision: pack some extra mana and dont use other taunt than inner beast (ever).
Lord_Kreegan wrote: »Sure it works... if you're the healer in your party, you are guaranteed to get aggro.
Run a dungeon; stand back and do nothing for several seconds while the other three guys in your group are fighting. Then cast a heal... instant aggro.
@Iselin
From everything I've seen there is no threat system at all in this game, so I'm not sure what you mean by that because this game is as random as the GW2 system. Except that we have 2 taunts and they have none, so we can force a mob to attack a particular person but everything else seems completely random.
I would love to see that developer comment because I seriously doubt there are any aggro tables at this point.
This is not true. I started this thread because I was wondering about the tables in the first place. I was able to test without a shred of doubt that DPS and healing have absolutely no effect on who a mob is dealing damage to by simply having character stand without doing anything in my party, while I engaged enemies.@Iselin
From everything I've seen there is no threat system at all in this game, so I'm not sure what you mean by that because this game is as random as the GW2 system. Except that we have 2 taunts and they have none, so we can force a mob to attack a particular person but everything else seems completely random.
I would love to see that developer comment because I seriously doubt there are any aggro tables at this point.
If a tank who has been holding aggro on a boss dies, the boss will preferentially target the remaining player who has been doing the most DPS... I've seen this happen enough times to know for a fact that there are DPS-based aggro tables.
Also tanks with good DPS hold aggro much better than one who puts out negligible DPS.
But like I said, groups of mobs will do their own thing sometimes no matter what. Bosses react to tanks in a much more WOW-like fashion.
This is not true. I started this thread because I was wondering about the tables in the first place. I was able to test without a shred of doubt that DPS and healing have absolutely no effect on who a mob is dealing damage to by simply having character stand without doing anything in my party, while I engaged enemies.@Iselin
From everything I've seen there is no threat system at all in this game, so I'm not sure what you mean by that because this game is as random as the GW2 system. Except that we have 2 taunts and they have none, so we can force a mob to attack a particular person but everything else seems completely random.
I would love to see that developer comment because I seriously doubt there are any aggro tables at this point.
If a tank who has been holding aggro on a boss dies, the boss will preferentially target the remaining player who has been doing the most DPS... I've seen this happen enough times to know for a fact that there are DPS-based aggro tables.
Also tanks with good DPS hold aggro much better than one who puts out negligible DPS.
But like I said, groups of mobs will do their own thing sometimes no matter what. Bosses react to tanks in a much more WOW-like fashion.
The mobs targeted any one of us at complete random and no amount of healing my party or DPS while they did nothing could pull the mobs off them. At certain intervals the mobs seemed to require targets and sometimes they would swap but again this swap was completely random.
Of course I know how taunting works but I'm not talking about taunting. Just aggro tables.
This is not true. I started this thread because I was wondering about the tables in the first place. I was able to test without a shred of doubt that DPS and healing have absolutely no effect on who a mob is dealing damage to by simply having character stand without doing anything in my party, while I engaged enemies.@Iselin
From everything I've seen there is no threat system at all in this game, so I'm not sure what you mean by that because this game is as random as the GW2 system. Except that we have 2 taunts and they have none, so we can force a mob to attack a particular person but everything else seems completely random.
I would love to see that developer comment because I seriously doubt there are any aggro tables at this point.
If a tank who has been holding aggro on a boss dies, the boss will preferentially target the remaining player who has been doing the most DPS... I've seen this happen enough times to know for a fact that there are DPS-based aggro tables.
Also tanks with good DPS hold aggro much better than one who puts out negligible DPS.
But like I said, groups of mobs will do their own thing sometimes no matter what. Bosses react to tanks in a much more WOW-like fashion.
The mobs targeted any one of us at complete random and no amount of healing my party or DPS while they did nothing could pull the mobs off them. At certain intervals the mobs seemed to require targets and sometimes they would swap but again this swap was completely random.
Of course I know how taunting works but I'm not talking about taunting. Just aggro tables.
But did you test it on a boss fight?
This is not true. I started this thread because I was wondering about the tables in the first place. I was able to test without a shred of doubt that DPS and healing have absolutely no effect on who a mob is dealing damage to by simply having character stand without doing anything in my party, while I engaged enemies.@Iselin
From everything I've seen there is no threat system at all in this game, so I'm not sure what you mean by that because this game is as random as the GW2 system. Except that we have 2 taunts and they have none, so we can force a mob to attack a particular person but everything else seems completely random.
I would love to see that developer comment because I seriously doubt there are any aggro tables at this point.
If a tank who has been holding aggro on a boss dies, the boss will preferentially target the remaining player who has been doing the most DPS... I've seen this happen enough times to know for a fact that there are DPS-based aggro tables.
Also tanks with good DPS hold aggro much better than one who puts out negligible DPS.
But like I said, groups of mobs will do their own thing sometimes no matter what. Bosses react to tanks in a much more WOW-like fashion.
The mobs targeted any one of us at complete random and no amount of healing my party or DPS while they did nothing could pull the mobs off them. At certain intervals the mobs seemed to require targets and sometimes they would swap but again this swap was completely random.
Of course I know how taunting works but I'm not talking about taunting. Just aggro tables.
But did you test it on a boss fight?
No, unless we are talking world bosses, every test we did was on open world mobs or public dungeons.
Though this is the information, I'm wondering about. Do group dungeon mobs have a different rule set?
This is not true. I started this thread because I was wondering about the tables in the first place. I was able to test without a shred of doubt that DPS and healing have absolutely no effect on who a mob is dealing damage to by simply having character stand without doing anything in my party, while I engaged enemies.@Iselin
From everything I've seen there is no threat system at all in this game, so I'm not sure what you mean by that because this game is as random as the GW2 system. Except that we have 2 taunts and they have none, so we can force a mob to attack a particular person but everything else seems completely random.
I would love to see that developer comment because I seriously doubt there are any aggro tables at this point.
If a tank who has been holding aggro on a boss dies, the boss will preferentially target the remaining player who has been doing the most DPS... I've seen this happen enough times to know for a fact that there are DPS-based aggro tables.
Also tanks with good DPS hold aggro much better than one who puts out negligible DPS.
But like I said, groups of mobs will do their own thing sometimes no matter what. Bosses react to tanks in a much more WOW-like fashion.
The mobs targeted any one of us at complete random and no amount of healing my party or DPS while they did nothing could pull the mobs off them. At certain intervals the mobs seemed to require targets and sometimes they would swap but again this swap was completely random.
Of course I know how taunting works but I'm not talking about taunting. Just aggro tables.
But did you test it on a boss fight?
No, unless we are talking world bosses, every test we did was on open world mobs or public dungeons.
Though this is the information, I'm wondering about. Do group dungeon mobs have a different rule set?
Not sure about world bosses vs. dungeon bosses.
But if you're in a testing mood, here's a simple test for a no-add dungeon boss:
Have the healer stand back and do absolutely nothing
Tank it, hold it for a while and then let the boss kill you
Have one DPSer just go crazy on it
Have the 2nd DPSer just hit it every now and then
Who does the boss go after when you die?
That should tell you.