Without hate-management abilities like in most other MMORPGs, how can a tank most effectively keep aggro in GW? A tank here can also do somewhat significant damage, but I still see mitigation as a tank's specialty. Just keep in mind that most tanks are probably warriors, but not all warriors are necessarily tanks.
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Here are some things I wonder, or would consider...
- How does weapon speed affect hate gain? Could a sword or axe generate more hate than a hammer?
 - In comparison to weapon speed, how does weapon damage affect hate gain? Is it significant enough for swords or hammers to be more reliable than an axe when it comes to tanking?
 - Do DoT skills generate hate over time, or just an initial roll of it?
 - Do heal-over-time skills transfer hate over time from an ally, or just an initial roll of it?
 - Do attributes affect how much hate a skill can generate?
 - Perhaps a W/Mo can be built to be a hate machine with a high healing attribute and group-healing skills.
 - Is a pet's standard hate gain equal to a player's?
 - Exactly how much does aggro stick? If a mob aggroes a player, how much extra hate is needed to pull it to the warrior?
 - Does exploiting a hex on a mob increase the hate gain for those attacks?
 - If a player makes the first attack on a mob that is not otherwise aggroed, is there a hate bonus?
 - How much hate, if any, is generated when the first player walks within a mob's aggro radius?
 
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