He's not blocking the foes. What the Open Field Tank does is manipulate aggro so that the only target the foes have any interest in is him. This works best with stationary groups. Moving patrols can work too, but when tanking for large aggro, the open field tank manipulates the Aggro Radius to your advantage, which is something that can change with a moving patrol. Once you have aggroed foes, you run, leading them to the edge of the aggro radius.
Once they break, you re-aggro them, and work to sort out where exactly the line is that crossing causes them to break aggro. You then place your tank just inside the aggro radius, and your casters outside it. With your casters outside the aggro radius, the enemy will ignore them.
They have eyes only for the tank. All that remains is get the enemy in a ball and kill them. A problem occurs here: The balling technique used for the traditional tank won't work here. That is because foes don't properly aggro on the casters in back, and you lack a choke-point in the open field to bring all the foes together. However, if during the initial pull, your tank zigzags, all the casters will ball up. If he then pulls the casters to one side, walks behind them , staying inside the aggro radius, and pulls them to the other side, he can get the enemy casters near the edge of their aggro radius, then walk up to or just behind them to bring the melee together with the casters.
Some casters are given a stand-off spot, a spot to stand at a distance from the tank. Walls or obstacles can be used to get these foes to stand where you need them, but in a truly open field you need to kill them individually. This is trivial compared to the large aggro open field tank, but only works with enemy groups of three or fewer. Have your tank run up and gather them up. Then he needs to stand perfectly still. As long as the tank does not move, three foes or fewer will continue to target only him until they are dead.
This only works with three and fewer, if there are four foes, one will change targets, if there are ten foes, seven will change targets.
You may be able to keep a greater number of foes on the tank for the purpose of running past, but once foes are given a need to defend themselves, all but three will flee the tank for other targets.
Sometimes you don't want to fight the enemy on his home turf. What you instead want to do is pull your enemies them to your home turf. It may be that you don't want patrols joining in your fight, or that you are worried about getting other nearby groups dragged into the fight, or perhaps you don't want to trigger a hidden group of foes that you suspect may be present.
This typically starts by giving picking a spot to fight at, then giving someone a longbow or flatbow. These bows have the longest range of any weapon, and so are ideal for plucking a foe for 1 pt of damage.
Having thus annoyed the enemy, your puller runs back to the party and a normal fight ensues. You may have the tank pull, so that he can arrange the aggro such that none of it leaks onto your party, our you may give the task to a ranger, who may be picked for the chore frequently and have experience in how to do a pull well. The most common way for a pull to go wrong is that he may strike a foe in one group that is standing too close to a foe in a second group, aggroing both groups.
If this happens, many parties will just break aggro completely and retry the pull. Lets say that you are at one end of a zone, and have an enemy you want to fight.
At the opposite end of the zone is the spot you want to kill it at. Lets say this is a modestly large zone too, like Snake Dance.
Some people would think that foes won't pull that far. They'd be wrong, but there are aspects to it that make it difficult. First, you need a target to pull. Something that can be distance pulled. Stationary groups won't long distance pull, their aggro radius is fixed.
So you need a patrol, and not just any patrol, but one that patrols slower than you run, or you'll have problem catching up to them for each cycle of the pull.
It'd be impossible to long distance pull a patrol that moves faster than you, difficult at best to pull a group that matches your speed, and relatively trivial to pull a patrol that normally walks. What you are going to do here is exploit the patrol aggro process. When you aggro a patrol a singular thing of import happens, with respect to the long distance pull:. It's important to understand the de-aggro process, or you may never get anywhere with your pulls:.
What you are going to do is come in at step 4 and re-aggro the enemy group, after the aggro radius has reset and before they get all the way back to their patrol path. This lets you pull them again, but to a new, more distant spot. If you pull a radar or further and to a spot where a return to their normal patrol is blocked by an obstacle, they can become unable to return to their patrol, and will instead stand stationary, staring at their obstacle.
Used judiciously, you can cause them to become scattered this way, letting you pick a single isolated target to kill. You take out your trusty long bow, and tickle an enemy patrol. Next, you run away. If you can survive it, you will zig-zag back and forth, the end result being that you effectively move slower.
This gives foes a chance to catch up after stopping to cast a spell or an attack, so they don't fall behind the rest of their allies, and you really don't want them falling behind, due to the singular element of aggroing a patrol mentioned above.
Eventually, the enemy opts that you have run too far to interest it, so it breaks aggro and starts running away. You don't chase after them yet. Once the patrol pauses for about a half second, you chase in after them. They will start walking back after that pause, so be ready and get an arrow in the air as soon as you can.
Wait for it to hit before you run away, and as before, if you can survive it, zig-zag again. You can then repeat this cycle until you are satisfied.
Why the heck would you want to pull a patrol across the map? What possible purpose could it serve? First, it lets you get a particularly nasty group to a favorable spot for tanking. Sometimes, those big open areas just arn't equipped with walls for your tank to use to keep them in place, so being able to pull them to a handy wall helps. Second, it lets people who want to death level the act of letting foes level up by killing you multiple times get numerous patrols to a res-shrine for leveling.
Up until now, we've discussed what happens when aggro goes well, but aggro doesn't always go well. Sometimes, for whatever reason, something goes wrong. If sufficiently out of round, you may need to have your party flee the aggro. There are different ways aggro can go awry. You need to be alert for them and how to deal with them. Whether it was pops underneath the patrol that you attacked, or more patrols that followed behind it, you've just bitten off more than you you were expecting.
While good groups can handle a double or triple aggro with relative ease, the general rule of thumb is if your monks are unable to keep up, or if you are not killing things quickly, to break aggro and use a pull.
Being alert to patrol routes, and using pulls whenever pops are suspected are good ways to avoid multiple aggros. Back aggro occurs when, during a fight with one group of foes, another comes up from behind and starts killing your unprotected casters.
The real threat here is that the only party members who are aware of the second aggro are often the dead because everyone is focused on the enemy in front, and sometimes even after a full party wipe they may not realize what has happened. To avoid this, you need to watch patrol movements and pull whenever you are uncertain of what path a group will take or how far an individual might wander. Likewise, during the fight you need to keep an eye on the radar and alert your party to any approaching threats.
That said, back aggro still sometimes happens. When it does, if there is room past your tanks to fight without aggroing still more foes, you can have your casters run past your tanks and minions, essentially turning your formation around to attack in the opposite direction.
With any luck, you've killed enough of the group you had started with to make them largely a non-issue in terms of choosing your casters for targets see the Open Field Tank for Small Aggro above.
Breaking aggro may not always be an option here, as the new group of foes often blocks your path of escape. One of the more common forms aggro gone wrong, this is where your ally, in the heat of fighting the foes in front of him, charges forward far enough to aggro another group of foes. Minions and henchmen are popular for doing this, although allies such as dwarven ghosts or helpers for quests can also cause this to happen.
This is the case of an extra monk from some nearby and uninvolved group doing what it does best: Healing the wounded. This is the monk that takes a few steps away from its own group to heal allies in the group that you are currently attacking. Where this goes directly from bad to worse is when something aggros the extra monk.
It doesn't take much. It doesn't take casting a spell on it or plucking at it with a bow. All it takes is something, be it your tank, your minions, or an over-zealous dwarf ghost to enter its aggro bubble. This is often very easy to do: A monk will get to to roughly aggro range of something to heal it, and if a tank or minion is attacking that same something, you stand a good chance of getting aggro.
Once you aggro the extra monk, the party for that extra monk will now come over and join in the fight. Very likely, the group you were killing has a monk, and the new group also has a monk, making it somewhat difficult to kill anything. User Info: GoatJugSoup. TC, are you using a shortbow or longbow? If so, that's your problem right there, as their DPS can easily drag mobs from any person.
I've had problems with bosses in dungeons because I was out DPSing everybody. You eventually learn just to run like a madman and stop hitting the boss for a while so everybody else can pull the aggro off. User Info: dejavu DarkRPGMaster posted Only certain mobs focus on you from direct dps lol, not all of them. I highly doubt your were out dps'n everybody unless everybody else were elementalists.
Gt: Death By Karma. Elementalist, Necromancer, Guardian, and Engineer. Not too hard to imagine a ranger out DPSing most of them. More topics from this board Is it worth getting into this game? How do you map the camera on the right analog stick gamepad on Xpadder? Tech Support 2 Answers What do you do with old soulbound equipment? General 1 Answer Where can I find the bank?
It also implemented a level of responsibility upon damage dealers to manage the amount of DPS they were putting out.
Often this lead to death, unless the healer of the party was quick on their feet. The boss monsters are actively moving about the battlegrounds and picking on several players at a time, meaning that people need to be quick on their feet in case they catch aggro so that they can move away.
There is a slight flaw with this system, however…. Aggression in GW2 has been worked on a basis of range. Melee players getting up close and personal with monsters puts them in more danger of being hit because a great deal of the aggro mechanics seems to hinge on range.
Players who are further away will not have to worry about catching aggro as much as a player closer up.
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