Asteldian
03-21-2012, 06:05 AM
I have recently been hearing grumblings from friends regarding tanks not keeping their aggro. So, I thought I would put up a post on ways to keep aggro based on my own experience. While I don’t pretend to be a know it all, I have had a lot of experience tanking in games, more importantly I have also had to deal with trigger happy Mages in my own Guild who believe the 1.5s cast time to Fireball counts as giving the tank a head start for aggro.
Warning, this will likely be far too long and I apologise in advance for it being a bit of a Noddy’s guide, but I want to be thorough.
If you are used to tanking in MMOs, this first half of the Guide is likely of little interest to you, in which case you may prefer to skip to the second half which is more detailed on strategy to keep aggro.
Firstly I will explain what aggro and the ‘aggro list’ is. Aggro is the amount of hatred a mob/mobs have for you. Everyone involved in combat will be on the mobs ‘aggro list’ what they do during combat will dictate where they are on the list.
Essentially the list is built up by numbers behind the scene (note I am making up the following numbers!): Bob does 100 damage to the mob, the mobs hatred for Bob is now at 100 and therefore Bob has aggro as he is on top of the list. Bob is hit hard, Kyle heals Bob for 500, assuming Bob has not done anything since the first hit, Kyle is now top of the aggro list and Bob is second. Meanwhile Ken has come along and crit for 1000, he is now top of the list, Kyle is second and Bob is third.
So, you see the list is ever changing. The key to success for a tank is to ensure he is always on the top of that list, the fact the other 4 players are moving up and down the aggro list is irrelevant as long as the tank is always number 1 and alive. In order to ensure the tank is on top, we need to understand what gets you on the list:
1) DPS causes aggro, the more done the more aggro built and this is why high DPSing party members get killed ESPECIALLY if they do not give the tank time at the start to build aggro.
2) Healing causes aggro, this is why healers can steal aggro and die, especially if you take lots of damage fast and they have to heal big. Warden healers are particularly problematic as they tend to start the heals before combat starts, this puts the tank on the back foot. In fact, unless you have a Reaver build, a Warden healer will often cause many initial pulls to be uncontrolled
3) Aggro Radius (aka ‘Body Pulling’), mobs have a certain range where if a player gets to close they will get aggro. Whoever gets too close first will immediately go to the top of the aggro list. In Rift the aggro gained from such a pull is minimal so aggro can easily be taken from whoever accidently pulls
So, those are the basics of what creates aggro, so the question for the tank is how to be at the top of the aggro list when the reality is:
Tank DPS is very low, there is no way that you can rely on DPS to keep aggro when others do much more.
Tank Healing is irrelevant – even with a heal trinket, heal essence and Soul Sickness, you are not going to be generating enough aggro from self healing to stay on top of the list. Combining this with your DPS is also not going to be enough (afterall, a Chloro healing is still healing more than you and out DPSing you)
Body Pulling seems to assign a very small ‘Hate’ number to you, in other games the amount of hate gained from pulling was significant and in some cases a key part of aggro, but in Rift the number is so low that a tick of a Heal over Time will take aggro – This is tricky against packs of mobs as if you hit one, the others are essentially ‘body pulled’ and so unless you are quick, aggro will be lost to them ( Ranged and casters are a particular problem with a Warden healing because as soon as you are in range they start attacking the Healer so at least one hit will land on them)
The answer to this question is to be aware of what you have at your disposal:
1) Certain attacks state ‘causes additional threat’ These attacks are ESSENTIAL to a tank – they have a threat modifier attached to the ability which allows you to overcome the shortcomings of your DPS and healing. Be sure to take note of which have this statement and which do not – (HINT: Many Tank AOE attacks state ‘Causes Significant Threat’ these attacks generate more threat than all single target attacks you have and therefore even when against a single mob you should make use of AOE’s)
2) Force Taunts (These abilities force the enemy to focus on you for 3 seconds. But more than that, they put you on top of an aggro list! Be aware that force taunting and then ignoring the mob will do you no favours – if the person you force taunted off so much as farts at the mob they will grab aggro again because the taunt literally puts you just at the top of the list (So if Bob has 5000 hate on the mob and you as tank have only 400, upon using the force taunt the mob must attack you for 3 seconds and in addition your hate is now 5001. But you need to build on that or else one hit from Bob will take aggro again).
Because of the way force taunt works, you do not want to be wasting it when you are already on top of the aggro list as gaining +1 hate is a poor gain when a normal attack would have given you 200 or more (It may be possible that the force taunt gives more than ‘Top of aggro list +1 hate’, but certainly +1 is all it has been in other games, but if it is more, it certainly is not a lot).
This is the reason I do not like to ‘waste’ my AOE force taunt when pulling. While it does give you a few seconds to build aggro which is helpful, it in itself does not give much aggro and so I prefer to save it for in case things get ugly as a 1 min cooldown is a long time in a fight (note: a lot of tanks do like to use this and it can be a valid strategy, I just don’t believe it is efficient or wise to rely so strongly on a 60s cooldown ability)
Update: In Rift apparently Force Taunt gives you 30% more hate than the person top of the hate list (or 2nd if you are at the top) and therefore, in longer fights, even if you are at the top of the list it can still be worth using to gain substantial threat. I personally still prefer not to use the Force Taunt as I want it available in case of surprises, but it can be a valid way of boosting your hate higher.
3) Your Leadership – You are the tank and you are in charge. Do not be afraid to tell the party to wait a few seconds after a pull for you to grab aggro. If during combat a mob breaks away or is yo-yoing back and forth between you and someone else, tell them to stop DPSing! Those dirty DPSers need clear instructions, if they keep pulling aggro from a mob even after you taunt it back, it does not occur to them that by stopping DPS on said mob they give you time to build up proper aggro, they need guidance, so give it to them
So, that's the long winded basics covered. Next is an attempted explanation on keeping aggro.
Warning, this will likely be far too long and I apologise in advance for it being a bit of a Noddy’s guide, but I want to be thorough.
If you are used to tanking in MMOs, this first half of the Guide is likely of little interest to you, in which case you may prefer to skip to the second half which is more detailed on strategy to keep aggro.
Firstly I will explain what aggro and the ‘aggro list’ is. Aggro is the amount of hatred a mob/mobs have for you. Everyone involved in combat will be on the mobs ‘aggro list’ what they do during combat will dictate where they are on the list.
Essentially the list is built up by numbers behind the scene (note I am making up the following numbers!): Bob does 100 damage to the mob, the mobs hatred for Bob is now at 100 and therefore Bob has aggro as he is on top of the list. Bob is hit hard, Kyle heals Bob for 500, assuming Bob has not done anything since the first hit, Kyle is now top of the aggro list and Bob is second. Meanwhile Ken has come along and crit for 1000, he is now top of the list, Kyle is second and Bob is third.
So, you see the list is ever changing. The key to success for a tank is to ensure he is always on the top of that list, the fact the other 4 players are moving up and down the aggro list is irrelevant as long as the tank is always number 1 and alive. In order to ensure the tank is on top, we need to understand what gets you on the list:
1) DPS causes aggro, the more done the more aggro built and this is why high DPSing party members get killed ESPECIALLY if they do not give the tank time at the start to build aggro.
2) Healing causes aggro, this is why healers can steal aggro and die, especially if you take lots of damage fast and they have to heal big. Warden healers are particularly problematic as they tend to start the heals before combat starts, this puts the tank on the back foot. In fact, unless you have a Reaver build, a Warden healer will often cause many initial pulls to be uncontrolled
3) Aggro Radius (aka ‘Body Pulling’), mobs have a certain range where if a player gets to close they will get aggro. Whoever gets too close first will immediately go to the top of the aggro list. In Rift the aggro gained from such a pull is minimal so aggro can easily be taken from whoever accidently pulls
So, those are the basics of what creates aggro, so the question for the tank is how to be at the top of the aggro list when the reality is:
Tank DPS is very low, there is no way that you can rely on DPS to keep aggro when others do much more.
Tank Healing is irrelevant – even with a heal trinket, heal essence and Soul Sickness, you are not going to be generating enough aggro from self healing to stay on top of the list. Combining this with your DPS is also not going to be enough (afterall, a Chloro healing is still healing more than you and out DPSing you)
Body Pulling seems to assign a very small ‘Hate’ number to you, in other games the amount of hate gained from pulling was significant and in some cases a key part of aggro, but in Rift the number is so low that a tick of a Heal over Time will take aggro – This is tricky against packs of mobs as if you hit one, the others are essentially ‘body pulled’ and so unless you are quick, aggro will be lost to them ( Ranged and casters are a particular problem with a Warden healing because as soon as you are in range they start attacking the Healer so at least one hit will land on them)
The answer to this question is to be aware of what you have at your disposal:
1) Certain attacks state ‘causes additional threat’ These attacks are ESSENTIAL to a tank – they have a threat modifier attached to the ability which allows you to overcome the shortcomings of your DPS and healing. Be sure to take note of which have this statement and which do not – (HINT: Many Tank AOE attacks state ‘Causes Significant Threat’ these attacks generate more threat than all single target attacks you have and therefore even when against a single mob you should make use of AOE’s)
2) Force Taunts (These abilities force the enemy to focus on you for 3 seconds. But more than that, they put you on top of an aggro list! Be aware that force taunting and then ignoring the mob will do you no favours – if the person you force taunted off so much as farts at the mob they will grab aggro again because the taunt literally puts you just at the top of the list (So if Bob has 5000 hate on the mob and you as tank have only 400, upon using the force taunt the mob must attack you for 3 seconds and in addition your hate is now 5001. But you need to build on that or else one hit from Bob will take aggro again).
Because of the way force taunt works, you do not want to be wasting it when you are already on top of the aggro list as gaining +1 hate is a poor gain when a normal attack would have given you 200 or more (It may be possible that the force taunt gives more than ‘Top of aggro list +1 hate’, but certainly +1 is all it has been in other games, but if it is more, it certainly is not a lot).
This is the reason I do not like to ‘waste’ my AOE force taunt when pulling. While it does give you a few seconds to build aggro which is helpful, it in itself does not give much aggro and so I prefer to save it for in case things get ugly as a 1 min cooldown is a long time in a fight (note: a lot of tanks do like to use this and it can be a valid strategy, I just don’t believe it is efficient or wise to rely so strongly on a 60s cooldown ability)
Update: In Rift apparently Force Taunt gives you 30% more hate than the person top of the hate list (or 2nd if you are at the top) and therefore, in longer fights, even if you are at the top of the list it can still be worth using to gain substantial threat. I personally still prefer not to use the Force Taunt as I want it available in case of surprises, but it can be a valid way of boosting your hate higher.
3) Your Leadership – You are the tank and you are in charge. Do not be afraid to tell the party to wait a few seconds after a pull for you to grab aggro. If during combat a mob breaks away or is yo-yoing back and forth between you and someone else, tell them to stop DPSing! Those dirty DPSers need clear instructions, if they keep pulling aggro from a mob even after you taunt it back, it does not occur to them that by stopping DPS on said mob they give you time to build up proper aggro, they need guidance, so give it to them
So, that's the long winded basics covered. Next is an attempted explanation on keeping aggro.