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#1 (permalink) |
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Junior Member
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Question on agro
Hello again mates. Had a bit more time to scout out some info and was left with a couple questions about how warrior agro management is going so far. I know beta rules etc etc you could tell me then have some silly rogue class smack me but .. not letting to much info out, do warriors seem to have any problems holding the mob?
Warrior is all i ever wanted to be so this be the place to ask. Others can keep their silly spells and false gods (roleplaying here no offence) Nothing suits a battle better than steel on steel.. YARAnywho read some posts on weapon choices as well and i guess i am still partial to the old eq way of 2 1 handers.. just like the look better i guess. On this topic of 2h vs 1h again with agro.. attack speed still seem like a major agro holder. I would assume so but never hurts to ask Thanks again! Tannin |
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#2 (permalink) |
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Junior Member
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No one can break the NDA, and if someone does on our site we can lose our affiliate status so we have to be extremely careful here. Please do not encourage others to breach the NDA - even disclosing your participation in the beta testing is a breach.
That said, the devs have said in public that tanks will have many ways to maintain agro, but there will in no way be "agro lock". Tanks can also perform rescues that, if successful, divert the mob's damage to themselves and allow them to regain agro. Light Fighters will have intercepts that do similar things, so maintaining agro will be a real group effort (which is as it should be imo). :kitteh: |
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#4 (permalink) |
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Junior Member
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Aye been part of a few betas completly understood. Thanks for the info.
Group effort i will have to agree is the way to go. As long as it would not take away from some class specific roles.. IE if i was a finger waggler, it could be most annoying to always have "pass agro to tank "on my mind for about 3/4 of the fight. i mean warriors should have most controll over that one aspect, but yes not all. I have always been a firm beleiver that a good tank was never about the fancy toys you had .. we never have been flashy but how well you basicly do your one job.. maintain attention.( well second in how well you play dorf punt) Thanks again ![]() Tannin |
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#5 (permalink) | |
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Junior Member
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Quote:
__________________
It\'s a necro thing; you wouldn\'t understand. |
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#6 (permalink) |
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Junior Member
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It sounds like to me that they really learned somthing from EQ.
A large amount of the class's are Tanks, and by upping the groups to 8 man groups, it allows groups to use more tanks. This allows them to really tinker with mass groups of mobs and make a much needed use for all those tanks out there. Which as a side note is much more realistic. The old idea of ONE TANK holding agro on all the mobs was as retarded as it comes. I am planing on playing a DK but I am very much looking foward to working with other types of tanks in a group and working with our different strengths and weakness. It was fun in old EQ to play a SK and work along side a War and Paladin play of each others abilities. |
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#9 (permalink) |
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Junior Member
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The last official comment I know of regarding group size was in response to my question at the QA session with Jeff and Brad at the Fanguard. They said then that they were "leaning toward a six person limit" on group size.
Of course, that could have changed completely by now... but I don't know of a more recent comment on it from the devs. I suppose this would be a good opportunity to link to our FANGUARD INFORMATION article for anyone who missed it when it was published. ![]() |
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#10 (permalink) |
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Junior Member
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Hmm I could have swore on another board I read somthing that was posted later then that, but I won't bet on it myself. The devs seem to hop around allot and hard to keep it all straight. One thing they seem to stress is that its all subject to change.
If they are set on 6 man groups you can bet that most of your tanks will be in a defensive stance pretty much most of the time if they use allot more mass mob mentality. Least till your lvl starts reaching the point that its starting to push the limits of the dungeon and you are in general tough enough to walk around with a two hander and lay waste with a healer looking out for any sticky spots you get into. |
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