Sep 27, 2006, 11:20 AM // 11:20
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#21
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Ascalonian Squire
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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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Sep 27, 2006, 03:06 PM // 15:06
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#22
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Lion's Arch Merchant
Join Date: Apr 2006
Location: Brazil
Guild: dTe - Do The Evolution
Profession: N/Mo
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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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Sep 27, 2006, 03:38 PM // 15:38
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#23
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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/unsigned.
L2P.
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Sep 27, 2006, 03:39 PM // 15:39
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#24
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Wilds Pathfinder
Join Date: May 2006
Guild: Hooded Reavers of Eternal Life(Ankh)
Profession: R/
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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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Sep 27, 2006, 03:42 PM // 15:42
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#25
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Krytan Explorer
Join Date: Aug 2006
Location: Screwston, Tejas
Guild: KOS
Profession: N/Me
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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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Sep 27, 2006, 03:45 PM // 15:45
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#26
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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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.
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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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Sep 27, 2006, 05:06 PM // 17:06
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#27
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Wilds Pathfinder
Join Date: Jan 2006
Guild: Song of the Forsaken
Profession: E/
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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.
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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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Sep 27, 2006, 05:32 PM // 17:32
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#28
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Wilds Pathfinder
Join Date: Mar 2006
Location: Meadow
Profession: Rt/
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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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Sep 27, 2006, 06:33 PM // 18:33
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#29
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Jungle Guide
Join Date: May 2005
Location: USA
Guild: Karr's Castle
Profession: W/E
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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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Sep 27, 2006, 07:05 PM // 19:05
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#30
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Wilds Pathfinder
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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"
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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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Sep 27, 2006, 09:11 PM // 21:11
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#31
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Hall Hero
Join Date: Aug 2005
Profession: E/
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/notsigned
Good warriors DON't need this.
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Sep 27, 2006, 09:24 PM // 21:24
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#32
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Forge Runner
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
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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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Sep 27, 2006, 10:10 PM // 22:10
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#33
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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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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Sep 29, 2006, 06:51 AM // 06:51
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#34
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Wilds Pathfinder
Join Date: Apr 2006
Guild: Sentients of Shadow (noir)
Profession: Me/E
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/not signed
Learn to tank, if casters take the aggro then they deserve to die.
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Sep 29, 2006, 10:55 AM // 10:55
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#35
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Forge Runner
Join Date: May 2005
Guild: StP
Profession: R/
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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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Sep 29, 2006, 01:57 PM // 13:57
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#36
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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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
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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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Sep 29, 2006, 02:47 PM // 14:47
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#37
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Krytan Explorer
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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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Sep 29, 2006, 10:18 PM // 22:18
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#39
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Lion's Arch Merchant
Join Date: Apr 2006
Location: Brazil
Guild: dTe - Do The Evolution
Profession: N/Mo
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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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Sep 29, 2006, 11:31 PM // 23:31
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#40
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Krytan Explorer
Join Date: Jul 2006
Profession: Mo/Me
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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.
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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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