Hi everyone,
I’ve seen a handful of posts now asking questions about how our target selection works so I’m here to answer those questions! Most of our AI select their target primarily based on “threat” which is a score that is calculated based on various actions you do. These actions include healing a player (including yourself) with a spell, dealing damage to an AI, blocking incoming damage from an AI, and using a Taunt ability. AI will generally target the player who has the most threat at any given time, and that player will have the “aggro” of the AI. While you maintain the AI’s aggro, they will target you unless any of the following happens;
- Another player generates more threat than you and overtakes the aggro of the AI
- Another player uses a Taunt
- The AI uses a special ability that will target someone who does not have aggro.
Now let’s quickly run through each of these scenarios:
- In the first scenario, if Player A has 100 threat and has aggro but Player B generates 110 threat, Player B has overtaken Player A. Player B now has aggro and the AI will target them for any attacks.
- In the second scenario, if Player A has 100 threat and Player B has 0 threat but then uses a taunt, Player B immediately generates a little over 100 threat and takes the aggro of the creature. Player B will maintain aggro until the Taunt ends at which point the AI will default to targeting the player with the most threat. Player B better have generated more threat while the taunt was active!
- As a quick side note, you can tell a Taunt is active by looking for the Taunt status effect icon in an AI’s nameplate.
- In the third scenario, if Player A has 100 threat and Player B has 0 threat but a Boss uses his special ability “throw my spear at the furthest target”, Player A will have aggro but Player B will be targeted for the duration of this special ability. Once the ability ends, the Boss will resume targeting Player A. It’s important to note that Player A did not lose threat here nor did they lose aggro. Mechanics like this allow us to keep the pressure up on all players and not just the tanks.
That’s the nuts and bolts of how target selection works! Moving on to the discussion around healing, there’s been some confusion on how healing threat generation works. Healing generates significantly less threat on a per-ability basis than any other weapon. However, because Life Staff users have access to heal over times (HoTs) and area of effect heals, they’re capable of generating a good amount of threat that is consistent with other weapons. A tank with access to taunts shouldn’t have much issue regaining aggro if it is lost. One of the most frequent scenarios I’ve seen so far is that a Tank will be healed before they get a chance to deal damage to an AI so the AI will have no threat against the tank, but some threat against the healer. This tends to lead to the AI running straight for the healer.
We’re keeping a close eye on the threat generation of all of our weapons and we appreciate your feedback! I’ll see you all in Aeternum!