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Thread: Gladiator Help

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  1. #1
    Player
    snowbu's Avatar
    Join Date
    Jul 2014
    Posts
    6
    Character
    Diana Yumyum
    World
    Sargatanas
    Main Class
    Conjurer Lv 49
    I would also say that an archer may stop attacking for a few seconds to let the tank build aggro again. When I am playing a damage-dealing class, I watch the color of enemies' enmity indicators, and if everything is fine, I continue attacking until it is orange (or even red, if the mob is dying quickly). But if I am going to get killed by a monster, I'd stop attacking when its enmity indicator is yellow. However, when I am tanking in Sastasha (I am a newbie tank too) it happens quite often that DDs are getting aggro. The only thing you can do is to get aggro back by your combos. If no one has died after that, there is nothing to worry about. But if DD has died becuase you were not able to aggro back (and he/she could not tank), then tell this DD about enmity, about ceasing attacks if enmity light is orange.
    (2)

  2. #2
    Player
    Werhusky's Avatar
    Join Date
    Oct 2013
    Posts
    872
    Character
    Nazreen Eby
    World
    Cerberus
    Main Class
    Scholar Lv 70
    Quote Originally Posted by snowbu View Post
    I would also say that an archer may stop attacking for a few seconds to let the tank build aggro again. When I am playing a damage-dealing class, I watch the color of enemies' enmity indicators, and if everything is fine, I continue attacking until it is orange (or even red, if the mob is dying quickly). But if I am going to get killed by a monster, I'd stop attacking when its enmity indicator is yellow. However, when I am tanking in Sastasha (I am a newbie tank too) it happens quite often that DDs are getting aggro. The only thing you can do is to get aggro back by your combos. If no one has died after that, there is nothing to worry about. But if DD has died becuase you were not able to aggro back (and he/she could not tank), then tell this DD about enmity, about ceasing attacks if enmity light is orange.
    /thumbsup and agreed
    (2)

  3. #3
    Player
    ExiledOne's Avatar
    Join Date
    Nov 2014
    Posts
    125
    Character
    Drake Dragonscale
    World
    Mateus
    Main Class
    Black Mage Lv 60
    [thread hijack]
    Is high level gear (e.g. blue) that has been sync'd down better than the current level green gear when running Sastasha or Copper Mine?
    [/thread hijack]
    (0)

  4. #4
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by snowbu View Post
    an archer may stop attacking for a few seconds to let the tank build aggro again. When I am playing a damage-dealing class, I watch the color of enemies' enmity indicators, and if everything is fine, I continue attacking until it is orange (or even red, if the mob is dying quickly). But if I am going to get killed by a monster, I'd stop attacking when its enmity indicator is yellow.
    The archer failing to do this and ignoring the aggro he was generating could be due to either of two different reasons: Either he simply wasn't very good and didn't understand the damage dealers' role in controlling aggro, so was going all-out too soon and to the wrong targets. Or he was over-leveled and over-geared enough that he simply didn't care whether he got aggro away from the tank (which leads to acting much the same as those who don't know any better).

    In low-level dungeons, damage dealers may not want the attention of the final boss, but most of the trash mobs along the way they'd be able to take out just as they could while soloing open world mobs. Many get lazy about aggro control during runs they regard as easy, not caring about letting the tank establish hate first. And that's just because the aggro they take isn't likely to turn into enough incoming damage to really matter to them. It's not a good practice to treat dungeon trash mobs as soloable and ignore the basic tactics of role based group cooperation, but it's a rather common one, especially in low-level dungeons.

    The problem with ignoring normal group dynamics during "easy" content is two-fold. For one, it establishes bad habits that have an unfortunate tendency to creep into other, harder runs where the mobs are much more dangerous. And for another, different players regard different content as easy or challenging. For instance, in the run the OP describes, the archer may well have regarded it as a simple low-level run, but to the gladiator, it was the first ever dungeon in the game and he was trying to learn how to tank properly. Whenever one player is ignoring group dynamics, it makes it much harder if not impossible for anyone else in the run to work on establishing proper group dynamics.

    So I advocate treating every dungeon run, even the easy low-level Roulette ones, as an opportunity to practice your best group dynamics strategies. It reinforces good habits for yourself, helps to teach good habits to the other players you're with, (and in the meantime makes the run more interesting, as there are more things to pay attention to than when facerolling your way through it).
    (4)