I love playing guild wars 2 and have been playing it for quite a while now, however as much as I love this game a huge thing I have noticed is there is no way to control aggro. Monster aggro seems to be quite random or worse, monsters go after the person with the least toughness or hp. This has been mentioned a million times before, but what is the point of gearing any kind of non-damage stat if you can’t control aggro? You might feel tanky as a PVT guardian in a dungeon but in reality you are less useful than a zerker guardian counterpart. Not only do you deal less damage than a berserker geared guard, but the zerker guard has the same amount of utility you do.
Hey, see a icebrood dog wailing on your elementalist? Normally you would have to hope the ele knows how to dodge, but dodges are limited by endurance and often they are not enough against monsters that consistently go after one person. With abilities that raise monster aggro on yourself, aka taunts, you can temporarily provoke said icebrood dog into attacking you, giving the ele some breathing room.
You might say: “Well Piratoz, this will make guild wars 2 into the holy trinity, let us play how we want!!!!”. While guild wars 2 does pride itself on being a non-holy trinity MMO, having taunts and aggro control does not make it a trinity. Rather aggro control such as taunts could be added as an extra form of utility and support to supplement existing playstyles. They would be on long cooldowns so characters cannot maintain permanent aggro.
You could also say that the current dungeon meta revolves around stacking and burning enemies down with FGS/icebows so there is no need for aggro control. However Anet has shown that they are listening to players. This is seen in the new enemies seen in dry top which have mechanics which reward good positioning and cater to alternative playstyles. New enemy design coupled with the removal of the ability to do ridiculous amounts of damage the FGS “exploit” would help to discourage stack&burn tactics. Of course the introduction of aggro control is just a step toward improving PVE, there are a host of other problems such condition cap and content rewards but those are other topics for another time. My hope is that the introduction of mechanics such as aggro control would provide some additional depth to PVE encounters. I have also made a list of potential moves that could draw/drop aggro. Without further ado:
Aggro Gain
Guardian
- Shield of Judgement (Shield 4)
- Save Yourselves (Utility)
- Signet of Judgement active (Utility)
- Protector’s Strike (Mace 3) – short duration
Warrior
- Shield Bash (Shield 4)
- Defiant Stance (Heal Skill)
- Bulls Charge (Utility)
Engineer
- Static Shield(Shield 5)
Ranger
- Black Bear F2 (Pet Skill)
- Brown Bear F2 (Pet Skill)
- Polar Bear F2 (Pet Skill)
- Murellow F2 (Pet Skill)
Thief
- Scorpion Wire (Utility)
Elementalist
- Magnetic Shield (Conjure Earth Shield 4)
Mesmer
- Mantra of Disraction active – Power Lock (Utility)
Necromancer
- Tainted Shackles (Death Shroud 5)
- Flesh Golem Command: Charge (Elite)
- Shadow Fiend Command: Haunt (Utility)
Aggro Drop
Elementalist
- Mist Form (Utility)
Thief
- Roll for Initiative (Utility)
Ranger
- Lightning reflexes (Utility)
Personally in my opinion, while Anet has shown improvement in recent content, guild wars 2 still has a lot of problems to fix and has so much potential. What do you guys think about the aggro control and the current state of Guild Wars 2?