Having made and playtested defensive characters that had no aggro tools, easy 100% aggro tools, and something more in the middle, I find the one in the middle by far the most enjoyable. It's not necessary per se, but without it, it's just going to be a beefy character that'll always be the last one to stand. I do think a defensive character needs some kind of aggro tool to be able to really shine. The situation to solve is the same: upon an aggro lock, how do you turn it around without breaking it? either you force the initiator to withdraw, or you give the recipient a skill that'd work regardless of target. The problem with such a system, is that it can be exploited, because if you lock the enemy under an aggro pull and keep healing the tank, then it's just a matter of DPS.įor those scenarios, there are workarounds: you can make an enemy completely ignore the tank and switch to passive healing when it's aggroed until it wears off, or you can give skills to various enemies that make the tank attack anyone else other than their intended target. That's what an aggro system is there for: to direct the enemy's attention, under an AI that's mostly random. You can't ensure that *the enemy won't attack anyone else* with a random system like vanilla RM. The key here is to make sure that the enemy won't attack *anyone else*, while the tank is around. you can have a warrior be a tank by having a lot of HP and a vampiric attack, so the more you attack, the more you heal. ![]() "Tank" usually implies the fighter has good defense, or lots of HP.
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