

This depends on the mob. Typically if it has eyes or what looks like eyes, it works like that. Others are a radius.I didn't realize for the longest time that aggroing a mob out in the wild depended not only on your relative levels and proximity, but also on the mob's orientation. If it's looking at you, the aggro range is much higher, whereas if its back is turned in most cases you can walk right up to the creature. Now I think of aggro cones instead of aggro radii.
And that makes it even cooler really. The fact that mud puppies can see you from behind because they have all kinds of eyes, or that elemental crystals have a radius just shows the amount of detail that went into the little things!
No-one tell this person what it was like in v1; it would break his heart.
I finally did some testing when I was at the last tier of the Sylph daily quests and found out that it you walk by those mobs that aggro in a radius instead of running they won't aggro you. So "hearing" aggro is still in the game, it just isn't shown anymore.
Something I didn't find out for a month after treasure hunts came out, if you go up to a gathering node, activate it to see the list, and then back out, whether you gather anything or not the next gathering node in sequence will appear again. It makes map-finding so much faster when you can just keep checking nodes indefinitely and have them reset without having to actually gather any items.
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