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Old Sep 27, 2006, 11:20 AM // 11:20   #21
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Possibly a skill along the lines of 'Provoke' from Ragnarok Online could work nicely in GW

"Taunt a target to focus its attacks towards you. When a target is provoked, it loses its defense but its attack strength increases. Provoke`s success rate increases as the difference between the levels of the caster and target is greater. Boss monsters and Undead monsters cannot be provoked."


I think the single target idea would be alot more balanced than a AOE and the effect would make it usful in PVP, but I would change the increased attack damage to +2 to all primary attributes (otherwise casters get stiffed.)
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Old Sep 27, 2006, 03:06 PM // 15:06   #22
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Guild Wars does not need this, neither the PVE or PVP portion of the game.

A warrior can get the agroo pretty easy on the PVE, and on the PVP...well, lets just say agroo circles don't work all that well against human AI

SO, changing other person target wouldn't bring any beneffit to the game in my oppinion.

Latter.
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Old Sep 27, 2006, 03:38 PM // 15:38   #23
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/unsigned.

L2P.
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Old Sep 27, 2006, 03:39 PM // 15:39   #24
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Just take off all your armor and I'm pretty sure you'll get the aggro. lol

/not signed
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Old Sep 27, 2006, 03:42 PM // 15:42   #25
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/notsigned

a longbow, proper use of bottlenecks, and a semi-intelligent playstyle can allow a warrior to aggro to his hearts content. When I'm especially confident in a monks abilities I used to have two superior runes and gladiators armor I'd use, further increasing the chance that monsters would aggro me. A monster has very limited AI however, so if you're standing between them and their initial target in sentinels armor, and they can't easily get around they'll lock onto you.
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Old Sep 27, 2006, 03:45 PM // 15:45   #26
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Quote:
Originally Posted by Tyggen
Actually, in my experience it's the casters that don't know how to do their job. They'll run up right behind the warrior before he runs in to get the aggro, then start their spells already then (meaning they have to get into range - which will pull the monsters to the casters). Other problems include; rangers who insist on pulling since they normally use bows, casters who wand monsters for their attention, deaths charge and, as you mentioned, incompetent warriors.

Point being, it's not always the warriors fault.
This is true. And I have the best solution ever

Make Unyielding Aura a non-attribute skill

Plenty of builds can function without elites... and with everyone capable of bringing it, those pesky aggrocasters can be reeled in much easier! As it is I bring vengeance on my mesmer in FoW/UW groups... so why not make things smoother!
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Old Sep 27, 2006, 05:06 PM // 17:06   #27
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Quote:
Originally Posted by Tyggen
Actually, in my experience it's the casters that don't know how to do their job. They'll run up right behind the warrior before he runs in to get the aggro, then start their spells already then (meaning they have to get into range - which will pull the monsters to the casters). Other problems include; rangers who insist on pulling since they normally use bows, casters who wand monsters for their attention, deaths charge and, as you mentioned, incompetent warriors.

Point being, it's not always the warriors fault.
aye, the majority of times when the casters have been attacked (other than pop-ups, but that is something different) has been either because of casters following the warriors, or warriors who think pulling means pulling into the team.

I still think having a skill that, say, would make warriors more attractive for 5 seconds and have a 30 second recharge could be nice for times when something bad happens or when you get a bad pop-up group. Could be nice if it overrode the AoE running for those 5 seconds too. However, I'm not sure that it would be worth the sacrificing of another skill that could be more useful. Not to mention that it may encourage warriors that do not understand how to hold agro and make casters yell at the warrior for not bringing it. So to make a long story short, it is an interesting concept, but I'm not sure that it would be worth while or ballanced.
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Old Sep 27, 2006, 05:32 PM // 17:32   #28
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/notsigned

there were tricks that were would draw aggro to the person like the book and gear trick.

the problem is that warriors do not know how to do their jobs and keep their aggro or gain them but of course it's the a problem when a nuker starts using AoE spells to break aggro but that's another matter to be discussed later.

if there will be an elite skill then it's fine since it may help those warriors who don't know how to use their character something to make them little bit more useful but its recharge should be around 60 seconds and duration should be maybe 5-10 seconds at the most so that the game wouldn't be too easy.
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Old Sep 27, 2006, 06:33 PM // 18:33   #29
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/not

Pulling and aggro hold is a skill the player needs to have. Things like "none shall pass" help to do that, but I don't know about forcing aggro.

I find that when I am able to tank away from the group for about 3 seconds, it allows the others to use thier abilities to max potential without the threat of being attack since i've engaged mobs for a time.
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Old Sep 27, 2006, 07:05 PM // 19:05   #30
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Quote:
Originally Posted by Nickhimself
Maybe base it off of the amount of Adrenaline you currently have? I don't know...I just wish I could take aggro off of a Monk instead of watching the Monk run around in circles going "OMFG GET IT OFF"
1. You don't understand how adrenaline works.
2. You don't understand game mechanics.

To help you out.

1. Adrenaline is forever building, since each skill has its own seperate counter and only that skill resets when used not your adrenaline pool.
2. When an enemy is aggroed, it runs toward his initial target and randomly does aggro checks. You do not build aggro in this game, it checks the armor, life, dp, proximity, and other things of everything in range. It then generates randomly whether it will change targets. If it returns true, then it will randomly generate which target to attack based on a biased scale dependant on its system of checks.


You wanna tank? Make an ele, stay level 1, get 60 dp, and go stand in the middle of everything. You'll quickly find out how right I am. Hell just make an earth tank ele and stand next to everything. Their checks will not incorporate your modded armor only your base so you will still get attacked A LOT. My real advice, tell your worthless party to stay outta range until the initial target check is over and your getting attacked. Sure a big heal will trigger another check but thats better than the enemy running right passed you.
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Old Sep 27, 2006, 09:11 PM // 21:11   #31
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/notsigned

Good warriors DON't need this.
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Old Sep 27, 2006, 09:24 PM // 21:24   #32
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Maybe have the /taunt emote do something.

Not like take entire aggro but have the AI checks weigh more heavily on the taunter.
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Old Sep 27, 2006, 10:10 PM // 22:10   #33
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This is a strategy game, agro isn't a real factor. Your heavy units go first than you light units, the enemy will try to get around to the light units because obviously you don't take down a wall from the top, you pull the support out from benneth it. Using effective crippling and stoping techniques are what warriors should consider in order to stop their prey or prevent enemies from reaching the back lines, If your hoping an all attack and defense skill set is going to save your allies than you just need make a working setup, it is sufficient enough that you have enough armor to avoid being attacked altogether.
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Old Sep 29, 2006, 06:51 AM // 06:51   #34
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/not signed

Learn to tank, if casters take the aggro then they deserve to die.
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Old Sep 29, 2006, 10:55 AM // 10:55   #35
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/nothankyou

I dont want to have to fill half my skill bar with stances.

I like to leave tanking to the wammos.
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Old Sep 29, 2006, 01:57 PM // 13:57   #36
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Quote:
Originally Posted by Aki Soyokaze
LOL!



laser go pew pew pew!

But as for the idea. It's not that hard to get the enemies aggroing onto you if you know how to take the groups properly. However, a lot of warriors out there don't know how to take and aggro properly and if they do it's usually runined by an equally clueless elementalist that uses something to break the aggro. Thus if this is the problem then I'd suggest you either stick to guild groups or you ask more questions of the party members and make sure they know what they're doing.

/notsigned
Hey thats Dade's Bearfighter ^^

I agree with the people saying

/NOTSIGNED

Learn aggro control. Its a skill that the PLAYER, not his character, learns.
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Old Sep 29, 2006, 02:47 PM // 14:47   #37
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/signed,
good idea since none of the other nay-sayers have though of the fact that while you are trying to hold aggro there is usually at least one person or hench that dives in and breaks it
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Old Sep 29, 2006, 08:39 PM // 20:39   #38
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I'm twisting this whole idea a bit.

Skill idea:

"I Challenge You!" (Warrior no attribute)
Shout. Target foe is forced to attack you for the next 5 seconds. For this duration that foe cannot target any foes or allies other than you.

In other words: You target an enemy, use this skill, and wherever they are, they have to come and attack you and can't stop attacking you or target anything else for 5 seconds.

This would be useful in PvP by basically shutting down a foe except for them being able to attack you and use skills on you, for 5 seconds.

This would be useful in PvE by being able to draw aggro to yourself but not necessarily holding it for extended periods of time.

With this I'm mainly thinking along the lines of the enemy attacking you being useful. Think stances and enchantments that deal damage to, knock down or inflict conditions on enemies attacking you... or give you adrenaline/energy. This would even help some currently quite insignificant skills both in PvE and PvP, such as Shield Bash.
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Old Sep 29, 2006, 10:18 PM // 22:18   #39
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Shield Bash insignificant skill?!?! Next thing you will say that riposite / deadly riposite and glads defence are useless as well right?!

oooo well...does not metter what twists you give, the fact is that a "agroo skill" is completely absurd and 100% unnecessary...

Latter.
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Old Sep 29, 2006, 11:31 PM // 23:31   #40
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Quote:
Originally Posted by King Symeon
I'm twisting this whole idea a bit.

Skill idea:

"I Challenge You!" (Warrior no attribute)
Shout. Target foe is forced to attack you for the next 5 seconds. For this duration that foe cannot target any foes or allies other than you.

In other words: You target an enemy, use this skill, and wherever they are, they have to come and attack you and can't stop attacking you or target anything else for 5 seconds.

This would be useful in PvP by basically shutting down a foe except for them being able to attack you and use skills on you, for 5 seconds.
Lets give IWAYs the power to completely shut down enemy monks, eh?

I like your idea, but I still don't really see a need for it in a game like this..
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