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1.0 agro questionFollow

#1 Jun 20 2013 at 1:04 PM Rating: Decent
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since there was no zones in 1.0 how did escaping an aggro mob work? In FFXI 90% of the times mobs chased you endlessly until they killed you or you made it to a zone first... since there were no zone sin 1.0 to run too when you were getting chased how did getting away work in 1.0?
#2 Jun 20 2013 at 1:07 PM Rating: Good
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DuoMaxwellxx wrote:
since there was no zones in 1.0 how did escaping an aggro mob work? In FFXI 90% of the times mobs chased you endlessly until they killed you or you made it to a zone first... since there were no zone sin 1.0 to run too when you were getting chased how did getting away work in 1.0?

Most mobs in seamless world MMO's are on a "leash". Run far enough away, and they turn and run back to their 'home'. Mobs in FF XIV 2.0 do this as well. I also noticed, you can't attack them until they've tagged their home base.
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#3 Jun 20 2013 at 1:22 PM Rating: Decent
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LebargeX wrote:
[quote=DuoMaxwellxx] I also noticed, you can't attack them until they've tagged their home base.



so by that youre saying if said leashed mob hit the end of its leash and started walking back.. you cant attack it until its reached its starting point?
#4 Jun 20 2013 at 1:23 PM Rating: Decent
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Yeah, it was a common and cheap tactic to solo nms... Run to their leash spot, they deaggro and slow regen hp, you cure wait for timers, and zerg again.

I'm happy they fixed that while still giving that forgiveness in aggro.
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#5 Jun 20 2013 at 1:24 PM Rating: Decent
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Yes, it becomes invulnerable until it returns to its normal patrol spot.
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#6 Jun 20 2013 at 1:33 PM Rating: Good
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Not only is it invulnerable, but it fully heals no matter how low you got it, the moment it resets its patrol pattern.

And in 1.0 there were zones, they were just seamless (sections without mobs that you would walk through without mobs to hide the loading. If you ran into these areas mobs would appear to depop to you. When you ran out of one, mobs could magically spawn all around you, and aggro before you realized you had even crossed a zone line.

Mobs still leash in 2.0, they have a maximum range, and if you get past that, they will stop perusing.
#7 Jun 20 2013 at 1:43 PM Rating: Excellent
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Yes this threw me for a couple of turns - 'invulnerability' is good in some ways but ARR also encourages you with the kiting strat from what I have seen in quite a few battles and it's annoying when you have a mob down 50% on the edge of its leash and you run over the barrier and it runs back while you are still trying to hit it. Would it be useful if there was some sort of 'you are about to pull the mob out of its instance' warning?
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#8 Jun 20 2013 at 1:43 PM Rating: Excellent
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Everyone has Sprint as well, you sacrifice all of your TP to gain increased movement speed for a while, the length depends on how much TP you have.
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#9 Jun 20 2013 at 1:48 PM Rating: Good
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EdyNOTB wrote:
Yes this threw me for a couple of turns - 'invulnerability' is good in some ways but ARR also encourages you with the kiting strat from what I have seen in quite a few battles and it's annoying when you have a mob down 50% on the edge of its leash and you run over the barrier and it runs back while you are still trying to hit it. Would it be useful if there was some sort of 'you are about to pull the mob out of its instance' warning?


Yeah, but then people would complain about the game catering... lol, j/k. Yeah, it would be nice if they made a translucent barrier line, mathematically the information exists... However, that's a significant increase in render objects, so, I imagine that would be a balancing act for them.

What I have done with some fights where it mattered was tag the mob to find it's leash range, then have the mages stand just on the inside. That way we don't have to worry about it.
#10 Jun 20 2013 at 3:03 PM Rating: Good
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If you're trying to venture into a higher level area and get agro... simply hit your "Sprint" button, and practice your RLH, (run like ****) technique.
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