View Full Version : Realistically, will warriors be able to hold aggro at all?
Ransurian
09-24-2019, 12:09 PM
Future Green warrior here. Warriors on Blue are heavily reliant on worn haste and high ratio weapons to hold good aggro throughout most of the 1-40 leveling experience. While it's true that twinking has a lot to do with this, classes such as monks and rogues have naturally high damage (and hate output).
Since there's basically no worn haste and ratios on most weapons are utter garbage, what chance to warriors realistically have without a shaman or druid or ranger in the group to provide root capability? Will this affect our ability to find groups? Will people shun us because we simply don't have the tools required to effectively perform our primary job role as tank?
All of this has me a little worried... I love my warrior on Blue and I want to make a warrior on Green, and I really want to put in the time and effort to excel, but I've never experienced pre-Kunark EQ before.
Legidias
09-24-2019, 12:14 PM
No worn haste? FBSS is still a gold standard 20 years later.
It'll be about the same as blue, just no lvl 1 procs. Get a PGT if you want the proc route.
Chardy
09-24-2019, 12:22 PM
Other classes will have to learn to let the warrior establish agro with a head start before they start attacking/nuking.
Ransurian
09-24-2019, 12:47 PM
No worn haste? FBSS is still a gold standard 20 years later.
It'll be about the same as blue, just no lvl 1 procs. Get a PGT if you want the proc route.
For a multitude of reasons, I don't think it's actually realistic to expect most warriors to have access to FBSS for a long while. It'll be camped hard by the early zoomers and sold for nigh unfathomable amounts of platinum, and most people won't have a guild or network of friends willing to bankroll something like that out of charity (or get them into the frenzied ghoul camp). And that's to say nothing of the fact that the frenzied ghoul is a tough, high-level area, so for leveling, the camp is almost out of the question until very late.
Ransurian
09-24-2019, 12:48 PM
Other classes will have to learn to let the warrior establish agro with a head start before they start attacking/nuking.
People don't do that on Blue, so I hardly expect them to do that on Green, lol.
Jimjam
09-24-2019, 01:04 PM
People don't do that on Blue, so I hardly expect them to do that on Green, lol.
We were training ntov drakes the other day.
I swear dps were attacking as soon as i had tagged the mob with a dispel stick, before i even positioned the mob / enabled my own auto attack.
Jimjam
09-24-2019, 01:08 PM
No worn haste? FBSS is still a gold standard 20 years later.
It'll be about the same as blue, just no lvl 1 procs. Get a PGT if you want the proc route.
Halfling/dwarf/gnome warrior with bull crusher primary and pgt off hand will be a good and accessible build for a while. Roll Brell for dwarvern cultural armour later.
Soothsayer
09-24-2019, 01:14 PM
Halfling/dwarf/gnome warrior with bull crusher primary and pgt off hand will be a good and accessible build for a while. Roll Brell for dwarvern cultural armour later.
Sounds like a fairly solid weapon setup against most enemies. But for ghouls and wisps and the like, we'll need a second magic weapon. Is Langseax / Langseax of the Wolves attainable as a non-Barbarian? The P99 Wiki says you need good faction to complete the quest (https://wiki.project1999.com/Langseax_Quest), but I've got no clue if that's accurate.
Legidias
09-24-2019, 01:29 PM
It's a droppable reward, so just loot items / turn in on a Barb and trade it to 'main'
Videri
09-24-2019, 01:33 PM
We will root the mob. Then it will attack the player closest to it. All melee dps will move back to max melee range and the warrior will step on the mob's toes. Aggro established!
Jimjam
09-24-2019, 01:52 PM
Another consideration is 1hs had better ratio in vanilla than 1hb.
Warriors won't be using 5:10 ratio weapons to compete with monk 6:10 ratio!
On a by swing basis warriors will generate more aggro than rogues and monks due to the aforementionds preference for piercing and blunts(!).
Also note warriors get their melee akills earlier, so they tend to produce more swings than other classes.
Some high aggro spells may be problematic, but wizards, enchanters, necromancers paladins and even clerics can root (in addition to those mentioned by op). Mage pets can follow an almost similar role?
As a warrior you want to fight a rooted mob, then when you see a tash, mal, slow land then hit taunt to piggyback off that aggro boost and hope that taunt aucceeds before root fails.
Videri
09-24-2019, 01:55 PM
As a warrior you want to fight a rooted mob, then when you see a tash, mal, slow land then hit taunt to piggyback off that aggro boost and hope that taunt aucceeds before root fails.
Mm mm mm, delicious tactic. I wondered how many times per mob we'd have to cast root.
Legidias
09-24-2019, 02:30 PM
Given vanilla HP on mob and having done it on blue, 1 root
Dolalin
09-24-2019, 02:48 PM
On Fennin Ro in vanilla, the major camps like Frenzy and AM / Lord were based around pets as tanks. Regular melee just took too much mana to keep healed efficiently and pets did more damage anyways plus regenned fast out of combat.
Groups would advertise "/ooc Frenzy lf1m pet class".
Warriors and rogues were the least wanted classes of all.
Maybe things will be different but don't hold your breath.
Snaggles
09-24-2019, 02:53 PM
People don't do that on Blue, so I hardly expect them to do that on Green, lol.
Back in the day we would just let those people die. Bare minimum we would chew them out for being shitty players.
Benanov
09-24-2019, 03:03 PM
Back in the day we would just let those people die. Bare minimum we would chew them out for being shitty players.
Usually it only took one or two deaths for the lesson to stick.
People are really loath to let other players die. Sometimes you just gotta let a puller bite it. Better one player takes a dirt nap than a TPW.
Jimjam
09-24-2019, 03:54 PM
On Fennin Ro in vanilla, the major camps like Frenzy and AM / Lord were based around pets as tanks. Regular melee just took too much mana to keep healed efficiently and pets did more damage anyways plus regenned fast out of combat.
Groups would advertise "/ooc Frenzy lf1m pet class".
Warriors and rogues were the least wanted classes of all.
Maybe things will be different but don't hold your breath.
I never played vanilla, but you gave me flash backs of GoD, OOW + expansions; mage or charm pet tank with warrior relegated to pulling.
Like who was play testing these 'xp' encounters, and what level of gear/aa were the play testers equipped with?!
Gustoo
09-24-2019, 03:55 PM
Roll your favorite toon you will be fine. Warriors are used in game at many levels and are awesome.
Snaggles
09-24-2019, 05:11 PM
Roll your favorite toon you will be fine. Warriors are used in game at many levels and are awesome.
Yea, I hear plenty of people griping about warriors and not enough talking about the chance of scoring a Bladestorm Katana...
Soothsayer
09-24-2019, 05:14 PM
Given vanilla HP on mob and having done it on blue, 1 root
True, vanilla mobs have less HP. But on the other hand, we'll also be doing substantially less damage due to lack of twink gear :p
Chardy
09-25-2019, 11:47 AM
Back in the day we would just let those people die. Bare minimum we would chew them out for being shitty players.
This
bigjeff100
09-25-2019, 12:15 PM
On Fennin Ro in vanilla, the major camps like Frenzy and AM / Lord were based around pets as tanks. Regular melee just took too much mana to keep healed efficiently and pets did more damage anyways plus regenned fast out of combat.
Groups would advertise "/ooc Frenzy lf1m pet class".
Warriors and rogues were the least wanted classes of all.
Maybe things will be different but don't hold your breath.
Heyooo Fennin Ro Alumni!!
Legidias
09-25-2019, 12:39 PM
True, vanilla mobs have less HP. But on the other hand, we'll also be doing substantially less damage due to lack of twink gear :p
So will everyone else
Snaggles
09-25-2019, 01:02 PM
It's been a long time since I've played the "classic" game but I recall everyone will just be more deliberate. More strategy before the pull, better assisting/less mez breaking, delaying engagement to 80/90% to give the tank some lead. Mobs have less hps but kill speed will be slower. People will time pops religiously. More time in general to tweak your game when stuff is dying slower.
In the current iteration of p99 people just keyboard faceroll encounters. People attack before the "Assist me with %T!" prompt is mashed. Less people pre-taunt mezzed mobs, people slow sooner, less active mob rooting, etc. A rogue these days takes a few rounds of attacks and they blame the tank "yo...you casting FOL???"
Warriors will do less damage, so will monks and rogues. Many rogues at 50 will be using the Trident of The Seven Seas, Glowing Iron Pike, Serrated Bone Dirk's, etc so warriors with 2-ykesha's will do just fine on aggro. Raid rogues will have C-spears and bone razors.
It will be fun. Without gear to trivialize content skill will be the new currency. Some people will drop some jaws and others will create painful facepalms...
ScruffMacBuff
10-01-2019, 03:35 AM
The real reason to play warrior on green will be to be 50 already when kunark drops.
Hoppkins_Wytchfinder
10-03-2019, 09:51 AM
We will root the mob. Then it will attack the player closest to it. All melee dps will move back to max melee range and the warrior will step on the mob's toes. Aggro established!
Now this is good thinking.
Jimjam
10-03-2019, 10:07 AM
Warriors have access to the best ratio weapon type in the vanilla game (slashing). Kunark hadn't come to fuck up generalised itemisation by giving favourable ratios to non-warriors yet. Warriors also get their melee skills earlier than most other melees.
As such their weapons will have a higher hate/second factor and they should be producing more swings per minute than the other classes, so overall should be able to keep aggro against other melee much of the time. The exception to this, monks can drop aggro on demand.
Casters that have an excuse to draw aggro (slow) also have root, which trivialises tanking for the warrior.
Warriors should do okay, but going by the above, bards might be the most problematic team mate for them.
unleashedd
10-07-2019, 05:47 AM
http://wiki.project1999.com/Root
Videri
10-07-2019, 05:51 AM
http://wiki.project1999.com/Root
I think a lot of people don't know yet that when you root a mob, it will attack whoever is closest to it. When I see a mob in camp not attacking the tank, I root it and watch the melees. Often, they don't even move in response. I'm appalled. When they see the green/brown root spell graphic, all non-tanks should scoot back as far as they can and still hit the mob, and the tank should go so close they're touching the mob. Problem solved until root breaks.
This is a great way for wizards to contribute to a group.
Melee players, start practicing this even before the mob is rooted.
Forget about establishing aggro; let's establish the fact that rooted mobs hit whoever's closest. And good news: it looks like enchanters, druids, clerics, shamans, wizards, rangers, and necromancers are the most popular classes on the Green class poll (https://www.project1999.com/forums/showthread.php?t=333682).
flacidpenguin
10-17-2019, 06:02 PM
You can just root the mob and the warrior stands closer than anyone else. Problem solved.
Short Sword of the Yakesah and Gnoll Hide Lariet both provide a ton of threat when they proc as well.
Baler
10-17-2019, 07:19 PM
I think a lot of people don't know yet that when you root a mob, it will attack whoever is closest to it. When I see a mob in camp not attacking the tank, I root it and watch the melees. Often, they don't even move in response. I'm appalled.
I'm appalled it pisses me the Bleep off. How many years have people not figured this shit out and instantly react.
Tank sits there like they're semi afk and the other melee move around dumb founded that it's attacking them.
Meanwhile i'm screaming at my monitor.
Jimjam
10-18-2019, 02:26 AM
I'm appalled it pisses me the Bleep off. How many years have people not figured this shit out and instantly react.
Tank sits there like they're semi afk and the other melee move around dumb founded that it's attacking them.
Meanwhile i'm screaming at my monitor.
I think when rogues / monks are moving out of melee range and back onto the rooted mobs toes they aren't (always) being stupid, they are trying to demonstrate to the tank how rooted mobs behave.
I've also noticed SKs are the worst for not noticing root. They lose aggro for any reason they just dump their mana into spamming out their main aggro spells until root fades, disease clouds nuke component breaks root or the other melees back all the way out to max melee.
I don't think i've ever seen a sk move forward, and if i am honest i bet i don't when i play mine.
Dolalin
10-18-2019, 06:47 AM
To be fair, it wouldn't feel very classic if we didn't have bad players to bitch about.
Smashed
10-18-2019, 10:38 AM
I've also noticed SKs are the worst for not noticing root. They lose aggro for any reason they just dump their mana into spamming out their main aggro spells until root fades, disease clouds nuke component breaks root or the other melees back all the way out to max melee.
As a big race you always think you’re closer than you actually are. I’d prefer the short rogues, rangers and monks backed up a little rather than make the ogre stand on top of the mob. It’s a bit of a tightrope where you’re assessing the situation and building hate on the next target, and making sure the current target doesn’t flip direction.. Because inevitably the rogue too lazy to back up will complain when they hit their button and don’t get big numbers on their backstab.
Snaggles
10-18-2019, 11:23 AM
On live I thought distance decreased your aggro. Guilds often (in my experience) dependent on the target would ask all non-MA melee keep this gap and the tank would snuggle up close. Pretty sure that was all bunk but I never had issues with prox aggro when a mob was rooted in groups since this logic was hard-wired.
Fast forward to now I have a prox aggro /g hotkey I mash on named mobs when I root them (every time). People still just sit there and get destroyed. Warriors stand way back and struggle to take the hits. :mad:
Legidias
10-18-2019, 11:37 AM
Distance is meant for controlling your push, not aggro.
Issar
10-19-2019, 02:17 PM
To be fair, it wouldn't feel very classic if we didn't have bad players to bitch about.
I will fill that immersion for my groups :D
skipdog
10-23-2019, 08:12 PM
Some people will drop some jaws and others will create painful facepalms...
Such a true statement!
eunomios
10-24-2019, 04:44 PM
I think this whole idea about warriors = bad is unfounded on green.
1. Pets don't aggro over PCs
2. Warriors will be competing with other melees in non-twink ERA gear (warrior should win with higher STR, ATK, and possibly Pull aggro).
3. Tash/Slow is an issue but not really needed until 40+ - smart groups will make use of a damage shield and let a shaman/enc dps with their mana instead.
4. DD spells should not be a problem if the spell caster is casting at an appropriate time.
5. Heal aggro will happen and is not a big deal - Clerics have the highest AC factor of any spellcaster, Shamans are sturdy, druids will be soloing/duoing. All healers can cast root the moment they have aggro.
6. Warriors' dmg mitigation is insane in classic. Best skill caps, best AC, baseline dmg reduction on top of it, largest hp pool for CH.
7. MANA is a major issue for the first half of the leveling game (no clarity) - Knights even with clarity need to med at some point.
Pros of Warriors in a group with a knight tanking:
1. Can tank if needed with a taunt
2. Can fight in low HP and challenge enchanter pets for dps.
3. Can keep a group going if the knight has to leave.
4. Has a lot of strength to carry loot for the cleric/cloth caster/monk.
Most of the Warrior negative hype is coming from the ingrained meta on Blue.
ScruffMacBuff
10-25-2019, 03:38 AM
2. Warriors will be competing with other melees in non-twink ERA gear (warrior should win with higher STR, ATK, and possibly Pull aggro).
STR, and ATK have absolutely no effect on aggro generation. It's all about your weapons +dual wield + double attack + haste. That's it for warriors. Even though they will be competing against other melee in classic era gear they still don't have the offensive skill caps that monks and rogues do, not to mention backstab and the specials of monks which will build more aggro than a kick or slam.
So now at this point you're relying on either weapon procs, or your group dropping aggro (which not every class can do).
Aggro weapons like obsidian shard or gnoll hide lariat have shit ratios. SSOY is pretty good for classic but thats at the end of the era. You gotta go 1-40s with shit weapons hoping and praying for good procs and your group to know what they're doing, or going with no procs and hoping your group knows what they're doing. So it's certainly not impossible to have warrior tanks leveling through classic, but its a lot easier with a knight. At 50 with SSOYs and a haste item you can go to town.
greatdane
10-25-2019, 05:47 AM
The root strategy will be a bit awkward on green because root and snare don't stack, and root has a tendency to break randomly, especially in a group where the mob gets hit by several nukes/procs over the course of the fight. When root breaks and the mob isn't snared, it can take off running without warning which is dangerous. People should still do this if the tank is a warrior, but it puts hybrids even further ahead since rooting isn't necessary with them.
Noselacri
10-25-2019, 06:03 AM
True, vanilla mobs have less HP. But on the other hand, we'll also be doing substantially less damage due to lack of twink gear :p
So will everyone else
Not casters.
Tecmos Deception
10-25-2019, 07:17 AM
Not casters.
This made me think of how brutal NPC casters are against ungeared parties. Better interrupt like every damn spell or be ready for the pain! Blinds, slows, dots, nukes, charms, heals. Oof.
Dolalin
10-25-2019, 08:37 AM
In classic, Warriors could reliably hold aggro with a pair of Langseax. That's because *everyone else sucked too*. People were half naked wielding things like magician summoned weaps etc and there is a 100 hate bonus for being in melee range.
apprentice04
11-05-2019, 08:10 AM
So like two nights ago I was tanking orcs as a Paladin in Highpass Hold and had a rogue in my group doing pretty sizable backstabs. Each time he did he would pull off of me and I would have to use a second flash of light. Couple more backstabs later I would need to use another flash of light.
How would a warrior continue tanking that orc in that situation? I dont understand how warriors can do enough threat to tank. I could barely do it with flash of light. Just asking how things work because everyone I have ever talked to or read about indicates warriors are the best tanks.
Jimjam
11-05-2019, 09:19 AM
Warriors generate way more swing aggro than paladins. Also the rogue would have to tank some/backstab less.
Warriors also desire the main tank mob to be rooted; that way they can keep aggro by standing closest.
Even better for a warrior is the MT target to be rooted (allowing tippy toe tank) and then someone cast a high aggro spell like slow (the warrior then gets 30 seconds of root tippy toe tanking to try taunt up over the slow aggro, using that succesful taunt as a piggyback to greatly surpass the aggro of other melee).
Benanov
11-05-2019, 11:00 AM
Part of it is weapon skills, too.
We had a group with 3 warriors (yeah, 3 warriors. It was everfrost) Highest level had two one-handers, other two were using 2H.
One of the 2H-using warriors kept pulling aggro. I inquired politely what was going on: Turns out highest level warrior's 1hb sucked and she was using one as primary. As her skill improved, the situation did get better.
Still - don't train weapon skills as MT, kids.
apprentice04
11-05-2019, 12:27 PM
Interesting. Guess I just dont understand. Why have a warrior if they have to have someone root the mob they are tanking. If they cant out threat everyone else, what good would rooting it be? Rooted mob has monk rogue and warrior in melee. the mob is still going to attack whoever of those three is at the top of the list right? So if the warrior is having trouble getting and staying at the top of the list, its going to attack the rogue or monk.
I feel like the root thing is only going to stop the mob from attacking ranged players at the top of the list but doesnt quite fix the problem of low threat generation warriors.
I do understand that rogues/dps need to chillax and let the warrior build threat. Thats a player skill/choice issue not mechanic system.
At what point does warrior auto attack (dual wield, double/triple attack, crit) and kicking start to overcome paladins flash/stuns threat wise? If it was an issue of dps has to not begin attacking for 15 seconds or so the warrior can build up to the same amount a paladin could cause with a flash/stun i guess i would understand that but that seems unrealistic in practice?
BlackBellamy
11-05-2019, 01:17 PM
Guess I just dont understand. ... Rooted mob has monk rogue and warrior in melee. the mob is still going to attack whoever of those three is at the top of the list right?
No, hate only applies if the mob is not rooted. Otherwise it will attack the closest PC.
The MT needs to stand toe to toe with the rooted mob. It is the MTs job to move up and keep face to face. It is the group leaders job to warn and ultimately kick anyone getting hit consistently.
https://wiki.project1999.com/A_Rogue%27s_Guide_to_Aggro#Root_Aggro
Legidias
11-05-2019, 01:26 PM
Rooted mobs attack whoever is closest. So root, and MT stands 1mm away from mob, while pokey poke and crushy crush stand 1 foot away.
A warrior will never win in an aggro contest with a knight actively casting spells.
Jimjam
11-05-2019, 01:28 PM
why have a warrior if they have to have someone root the mob Why have a healer if they have to have someone tank the mob? Grouping is about team work. Support CCs, which includes helping the warrior ensures tanking with root, healer heals tank, dps kills the tabked mob.
I feel like the root thing is only going to stop the mob from attacking ranged players at the top of the list but doesnt quite fix the problem of low threat generation warriors.
As explained rooted mobs attack the closest player. The warrior can use positioning to ensure he gets attacked. During this time of guaranteed aggro he can use the taunt ability whoch will put him to the highest spot on the mob's aggro totem.
At what point does warrior auto attack (dual wield, double/triple attack, crit) and kicking start to overcome paladins flash/stuns threat wise? If it was an issue of dps has to not begin attacking for 15 seconds or so the warrior can build up to the same amount a paladin could cause with a flash/stun i guess i would understand that but that seems unrealistic in practice?
Never.
theonesler
11-05-2019, 01:32 PM
Warriors generate way more swing aggro than paladins. Also the rogue would have to tank some/backstab less.
Warriors also desire the main tank mob to be rooted; that way they can keep aggro by standing closest.
Even better for a warrior is the MT target to be rooted (allowing tippy toe tank) and then someone cast a high aggro spell like slow (the warrior then gets 30 seconds of root tippy toe tanking to try taunt up over the slow aggro, using that succesful taunt as a piggyback to greatly surpass the aggro of other melee).
This.
Rooted mobs attack the closest person regardless of hate list. Taunt, when successful, moves you to the top of the mobs hate list, regardless of how big the disparity is between the taunter's current aggro vs. the person with the most generated aggro.
Root mob. Have a caster hit the mob with 1 or 2 high hate spells. Have warrior taunt, taunt, taunt. If successful, the warrior will have much higher aggro comparatively to the other melee when root breaks and should be able to hold it.
Gattssu
11-11-2019, 11:23 PM
I feel like people under estimate the threat component on weapons with stun procs like the SSOY. Huge threat bonus on those procs.
Legidias
11-12-2019, 10:35 AM
What are you talking about? SSoY is the BiS aggro item in classic, and well known for it.
Gattssu
11-12-2019, 06:24 PM
What are you talking about? SSoY is the BiS aggro item in classic, and well known for it.
Exactly what i'm saying, so why are we sitting here scratching our heads about if a duel wield class that can rock two of those bad boys is going to be able to hold threat?
Jimjam
11-13-2019, 08:22 AM
Reread the first post of the thread for context.
He mentions the ride 1-40.
I suspect he is considering the pre SSOY levels.
Sadly warriors don't just start with level 37, FBSS and 2x SSoY.
Wallicker
11-13-2019, 08:34 AM
Don’t forget to Beg! It adds a decent chunk of aggro too
Gattssu
11-13-2019, 03:46 PM
1-40?? That shits lord of the flies with murder hobos just beating orcs, dogs and frogs to death with sticks... that shit dont count
Dex focused warrior worth it on green? For leveling in particular
Legidias
11-13-2019, 05:23 PM
levelling lol no. In velious with lvl 1 procs that do decent damage sure, but there arent any easily accessible significant low level procs in classic.
Really? I figured there were plenty of proccing options. Crookstinger, Polished Granite Tomahawk, Obsidian Shards, etc
unleashedd
11-14-2019, 03:47 AM
Don’t forget to Beg! It adds a decent chunk of aggro too
i dont think thats true. beg fails on nonkos mobs either do nothing or get you some text and agro, which is immediately overwritten by anyone swinging at your target. never seen a success (with text) or fail (with text) during combat, ever
apprentice04
11-14-2019, 09:18 AM
1-40?? That shits lord of the flies with murder hobos just beating orcs, dogs and frogs to death with sticks... that shit dont count
I mean its like 70% of the game. Unless you are talking about raiding in which case, threat generation is irrelevant point when standing around talking in discord about what the strategy is and explaining the fight to afk people for 30 minutes before you go do a 5 minute encounter.
I am probably just not smart
Legidias
11-14-2019, 09:19 AM
Really? I figured there were plenty of proccing options. Crookstinger, Polished Granite Tomahawk, Obsidian Shards, etc
None of which are game changing procs, like, Bob axe or veno axe, or freeti staff are.
Snaggles
11-14-2019, 10:23 PM
None of which are game changing procs, like, Bob axe or veno axe, or freeti staff are.
Veno axe is pretty great at lvl 1 but suck ratio and no aggro component to the DD. It's basically a front-loaded Bloodfire from classic. Same with Dojo axe, straight DD.
That said, the ones the other poster listed more or less are no-aggro or even damage DD. On classic the jump from normal weapons to a Ykesha (or two) was insane mode.
Babizul
12-11-2019, 06:20 PM
I mean its like 70% of the game. Unless you are talking about raiding in which case, threat generation is irrelevant point when standing around talking in discord about what the strategy is and explaining the fight to afk people for 30 minutes before you go do a 5 minute encounter.
I am probably just not smart
Warriors can take a lot more hits than knights can and last time I checked you can’t tank if you’re dead. Only reason you should use aggro spells as a knight when grouped with a warrior is if you’re off tanking an add because of lack of CC and you feel like the healer is bored and wants to attend to a mana sponge or if you’re tanking the main mob and waiting for the warriors taunt to leapfrog the agro caused by your nerdy little light/disease particle effect because the rogue / monk doesn’t know how to feign death or evade properly and you’re compensating for their ignorance by providing the warrior with an aggro boost at the start of the fight.
Jimjam
12-11-2019, 06:23 PM
Knight/ranger standing by warrior tagging pull with aggro spell to a) bring it straight to war and b) give a lead on aggro to protect squishies and c) give aggro for the warrior to piggy back off with taunt. Good team work.
Troxx
12-11-2019, 06:31 PM
Part of the counterbalance with warriors is unreliable aggro. Warriors soak damage the best but the flip side is unreliable threat vs everyone else having to dial back. On blue (and now green/teal raids) this is cheesed with clicks.
Point is warriors are best at tanking but that benefit is reliant on everyone else being better (casters rooting vs tagging/aggroing and letting war taunt vs waiting to enhance and using FD/evade).
Hoppkins_Wytchfinder
12-12-2019, 07:08 AM
As above, people can root the mobs so they autoaggro to the warrior (bar rogues etc)
Easy solution to casters over aggroing. Root costs almost nothing to cast.
Jimjam
12-12-2019, 07:21 AM
As above, people can root the mobs so they autoaggro to the warrior (bar rogues etc)
Easy solution to casters over aggroing. Root costs almost nothing to cast.
I just wish over aggroing casters would learn to run the mob to the warrior and cast their root then back up instead of headless chickening making taunt impossible for the next 3 mins.
You've had 20 years to learn to run the aggro back to the tank then root it.
Snaggles
12-12-2019, 01:14 PM
I just wish over aggroing casters would learn to run the mob to the warrior and cast their root then back up instead of headless chickening making taunt impossible for the next 3 mins.
You've had 20 years to learn to run the aggro back to the tank then root it.
Or just cast in melee range or close to it. Nothing wrong with a group huddled around the camp fire so long as the npc isn't throwing nasty AoE's or something.
Casters often make life more difficult than it has to be. The best edge case for max range is a chanter using a charmed pet (hopefully snared).
Troxx
12-15-2019, 10:02 AM
Warriors will always be able to hold aggro as well as they ever could have. Green/teal has some limited weapon choices (classic). Kunark will see a few more for non-raiders and a lot for raiders. Velious will open the flood gates. If anything, high end warriors on green/teal will hold BETTER aggro because of the widely known abuse potential of aggro clickies.
Warriors are a mixed bag. They do take the least damage, but you have to compensate. The flip side compared to knights is they actually do decent damage (have always and will always), so inviting a warrior to your group is still akin to inviting another dps.
Polycaster
12-15-2019, 10:58 PM
Without using clickies, no they don't. Don't pretend they do, just stop. A caster having to root every mob in the hopes that the warr gets agro before it breaks isn't "holding agro" either.
Bardp1999
12-17-2019, 12:54 AM
As a Shaman on Green I can confirm that even Pallys and SKs have a mild amount of trouble keeping agro from Slows, warriors stand no chance. Root is the key here as previously mentioned. Warriors take damage great and thats all that really matters at this point in the time line.
plus they dont suffer the 80% XP penalty or whatever TF it is from large race and hybrid - warriors win every time in the XP department
Synthlol
12-17-2019, 01:41 AM
A caster having to root every mob in the hopes that the warr gets agro before it breaks isn't "holding agro" either.
Do you want to know how I can tell you weren't around for this era on Blue?
Hoppkins_Wytchfinder
12-17-2019, 06:53 AM
Without using clickies, no they don't. Don't pretend they do, just stop. A caster having to root every mob in the hopes that the warr gets agro before it breaks isn't "holding agro" either.
No but he is still doing the job of absorbing damage better than anyone else.
Better dmg absorption = Less healing needed = Less mana spent.
I'm pretty sure 3-4 casts of root per mob is more mana efficient than the heals on a lesser tank.
Nirgon
12-17-2019, 09:12 AM
Thulian claw and pgt - won't cost much
Tell your group not to be retarded
They will have trash weps too so don't worry too much
Polycaster
12-23-2019, 12:25 PM
No but he is still doing the job of absorbing damage better than anyone else.
Better dmg absorption = Less healing needed = Less mana spent.
I'm pretty sure 3-4 casts of root per mob is more mana efficient than the heals on a lesser tank.
Until root breaks. Or casters have something else urgent to do. Hybrid tanks do not mitigate that much less than warriors.
Do you want to know how I can tell you weren't around for this era on Blue?
I have no idea what you are babbling about. I was a shaman main/ warrior alt in this era on live, and an ench main/ SK alt in this era on blue. Warriors held agro fine in live, but they sucked balls on blue until late Kunark.
Troxx
12-27-2019, 10:36 AM
Warriors can hold threat as well as they ever could on live for the timeline. Root allows for temporary aggro control as long as it holds but a good warrior will be trying to land a taunt to hop to the top.
Warrior threat was always a struggle until Luclin when those sweet ssra weapons with 150% proc rates were in the equation. Even then it wasn’t until weapon affinity and augment procs when warriors became aggro monsters.
In the classic era (to include velious) warrior threat was equal parts warrior gear/skill AND the other players taking precautions. Melee would dial back at the start of the fight or frankly wait a spot before engaging. Casters knew not to drop early nukes. Shamans slowed early with the expectation they would be tanking for a bit and on hard hitting content or higher level stuff prone to resist would likewise wait to cast.
We’re spoiled on blue from the use/abuse of on demand aggro clicks.
Zephire
02-12-2020, 08:15 PM
Other classes will have to learn to let the warrior establish agro with a head start before they start attacking/nuking.
+100
Allishia
02-13-2020, 05:26 PM
Ya, really if people wait just 5 seconds or so before attacking the mob.
Only time I had issues with agro is when people would send in the stupid pets before mob is in camp, other then that, just yell at the dps to wait a sec or two and war is a million times better for xp compared to knight hybrid pent. Didn't even have proc weps till I hit lvl 38 an got yaks ROFL. Gogo taunt + root lol.
I played sk when hybrid pent was in, it was the worst with xp penalty, got to lvl 28 and rerolled warrior, no regrets :p
kaizersoze
02-13-2020, 06:02 PM
root tank gogo
Wrekt
02-13-2020, 06:18 PM
Ya, really if people wait just 5 seconds or so before attacking the mob.
Only time I had issues with agro is when people would send in the stupid pets before mob is in camp, other then that, just yell at the dps to wait a sec or two and war is a million times better for xp compared to knight hybrid pent. Didn't even have proc weps till I hit lvl 38 an got yaks ROFL. Gogo taunt + root lol.
I played sk when hybrid pent was in, it was the worst with xp penalty, got to lvl 28 and rerolled warrior, no regrets :p
This. I'll invite 5 warriors to a group with my cleric. I'd rather have 0 hybrids if I can help it.
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