Maintaining agro with relation to proximity

Flaahn

Dalayan Beginner
I'd like to comment on/question the effects of a player's proximity to a mob and how it affects agro. I box a paladin and druid (Draelyn and Flaahn), and I've noticed occasionally that if the tank gets out of melee range (however slightly), he loses agro. I can sort of understand this when there are other melee's present - perhaps it's coded so that the closer you are (within melee range), the more agro you'll have (or perhaps not). However, particularly when duo'ing, I'm occasionally baffled by agro issues (especially since the recent blind nerf) in which my druid gets summoned from across a room simply because the paladin takes a baby step away from the mob.

One place where I've consistently had problems with this is the faceless doomwings midway through First Ruins. These mobs cast an unresistable root on their target, so the paladin (in the case of my duo) is usually rooted. In order to keep aggro on multiple targets, I generally spam ae stun and blind. The stun, of course, has a knockback. When the stun wears off, one of the mobs that was knocked just barely out of melee range summons the paladin, and the druid then gets agro on one of the other mobs. Perhaps this is all coded just the way it's supposed to be, perhaps I just need to be more careful or manage agro without stuns in this case.

Perhaps moving out of melee range acts as a jolt of some sort, decreasing a specific amount of hate. That would seem to make sense with what I've experienced. Anyway, just wanted to see if anyone had any extra light to shed on this topic.

Thanks
 
This is most noticeable on mobs that are perma-rooted and knockback/earthquake like the big gator in poearth, essence etc. Sometimes you are instantly summoned back and other times the mob just hits whoever is 2nd on the list. To answer your question I am not sure why this happens but as soon as you go back into melee range you re-assume agro.
 
The game has always worked this way. When a mob decides who to attack it either adds a flat amount of hate to the amount of hate, or multiplies hate by some number for the purpose of deciding who to attack. Any raid tank can tell you that when they need to move a mob all melee need to move out of range otherwise the mob will switch targets when they attempt to move if they don't have a significant hate lead.

I've noticed that it gets harder to move a mob as a fight progresses, also wizards tend to get summoned more in encounters that require everyone to move out of melee range after the fight has been going on a while. This leads me to believe the melee range hate bonus may be a percentage of total hate rather than a flat amount.

I've never attempted to determine the exact way the melee hate bonus is applied, but it's not like a jolt or anything. If you move back into melee range and the druid moves out of melee range you'll pickup aggro again.

Just checked your fomelo and see that you must have been playing/raiding long enough that you surely must have had some experience with this in the past. The only thing that changed recently is that you don't have an aggro lead on some of the mobs you had before. Try working single target blinds and divine stuns between FOLs instead of AE stuns I guess.
 
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