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== Glossary == * '''Aggro''' - "This means the monsters are mad at you and you've "activated" them to attack you. They are now in the motion of trying to reach and attack you." (by iknowmymom from "Commonly used abbreviations" topic). ^^ : You can aggro an "unactivated" mob by attacking it but also if you just get too close. If you are a DD you can also steal aggro* from someone else and clerics may cause heal aggro*. : You can tell if you stole aggro as the mob will turn its attentions to you. * '''Aggro Radius''' - "The radius around the monsters where they will "wake up" and attack you." (by iknowmymom). : Typical aggro radius length for mobs in many dungeons is 10-15m. * '''Aggro Range''' - bigger than aggro radius; activates when you aggro mob - consider it as his 'sight' range. 100-150m in dungeons. * '''Aggro Area''' - area around monster where he will chase you if you aggro him. If you run far enough away from mob's spawn point then mob will 'reset' (yellow light around him). : However, in dungeons mobs will follow you outside of their aggro area. If you die outside of mob's aggro area, and if no one from squad uses any skill which cause aggro, the mob will reset (though, sometimes resetting of mob may be buggy, so always stay outside of his aggro radius). : But if you die in mob aggro range (often even 50m) mob will switch to closest party member. * '''Aggro Steal''' - "aggroed" monster will always switch to person who does most damage (or most DPS) or use aggro skills. * '''Heal Aggro''' - Cleric: if you heal someone too close from unactivated mob you will aggro that mob on yourself. : But also -for example- if archer attack one monster from a four mob group, they will all run after him. If you try to heal, then 3 from those mobs will aggro on you just after first spell. This applies to venos and their pets as well. Activated (but not hit) mobs will consider your heals like damage done to them. Mind that if you don't stop healing that archer and he hit a mob just once, the 4th mob will also aggro on you after some time. * '''Holding Aggro''' - making mob/mobs focus only on you = dealing most damage or using aggro skills. * '''Tank''' - the guy who really likes to be beaten by mobs; usually barbarian because of their massive hp and -which is more important- good aggro skills which help him to hold monster aggro* on himself. : Sometimes blademasters or venomancers with tank-pet like to play tank-role which may be bit more dangerous because pure Damage Dealers like to steal aggro*. : Blademasters will be able to hold aggro by DPS, while venos can do tanking job effectively only on dungeon bosses since pet's damage isn't reduced on them. * '''Damage Dealer''' - DD - archer, wizard, venomancer, blademaster and sometimes cleric; people that are supposed to do damage to a monster tanked by someone else. More damage they can do = better, but a better tank will be needed to hold aggro*. * '''Lurer''' - usually venomancer with pet; if the tank doesn't think that he will be able to survive being ganged up on, the veno can lure one mob from group (poke one with her pet and hide it). * '''Hate List''' - attacked mob will arrange hate list by aggro which every party member has contributed. Mobs attack people in this order - ie: after tank's death he will switch to the person who 'built' the most aggro. You increase your aggro by dealing damage and healing (buffs are 'neutral'). Special aggro skills like Flesh Ream will move you to top of mob's hate list, but not permanently - f.e. enough strong DDs will be able to steal aggro from you soon after FR. {{Imagebox|image=Aggroradiusarea.png|iwidth=496px|bwidth=500px|text='''Aggro radius and area.'''|talign=center}}
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