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How Threat Works: A Primer

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The old mmo joke is “Aggro means the healer is dead.” But understanding aggro is a key part of fulfilling your part in a flashpoint or operations group.  I want to start off by giving proper credit to the folks over at Sithwarrior.com who did the testing to come to these conclusions. They are doing really good work on developing a theorycraft community which will no doubt help SWTOR players for a while to come.

 

What Is Threat or Aggro?

Imagine every enemy in the game had a little datapad where they tallied who had hit them and for how much. And as people hit them they adjusted the numbers and in general went for the person at the top of that list. That is known has having “threat” or “aggro”. Or in other words, congrats you are that guy/droid/beast/sith lord’s most hated person at the moment and their dying wish is to wail on you.

There are three ways to “get aggro”.

First is proximity aggro, which just means you got too close to an unengaged red enemy. If anyone else had touched that guy you could stand right behind it for a long time and it would never give you a second thought.

Second is doing damage. The more damage you do, or the more damage the enemy thinks you are doing, the higher your threat on the enemy will be and the more likely you are #1 on that threat list.

Finally there is healing aggro. Your enemies are not terribly fond of you helping the people that they are trying to kill. Think of how annoyed you get when an enemy heals themselves or someone else you are working on killing, well it goes both ways. The difference is that most enemies aren’t smart enough to kill the healer first.

How Do We Measure Threat?

The base unit for measuring threat is 1 point of unmodified damage.  So think of a DPS character with no buffs that adjust threat or special abilities that modify threat in play doing their base attack. If that lands for 500 points of damage they now have 500 points of threat.

Healing is measured at 0.5 points of damage. So a smuggler who heals a tank for 500 points only gets 250 points of threat.

Buffs Matter

Tanks are not designed to be DPS machines, but they have abilities that allow them to seem more deadly than they actually are. Look at Ion Cell for example. Vanguards have the ability to modify their threat score by having that active. All tanking classes have some form of this buff. So a Vanguard with Ion Cell active who hits an enemy for 500 points of damage would get 750 points of threat.

Similarly there are buffs and talents which reduce threat generation like Guard and the Sage Talent Foresight. So that DPS who hits for 500 points, if she has Guard on and is staying within 15 meters of the tank would only generate 375 points of threat for example.

It is important to understand how these abilities and talents work so you can maximize the effectiveness of where you are on the threat table for each enemy.

Distance Matters

It is possible to have more threat against an enemy and not pull it off the tank, but it is tricky. There are thresholds for how far you have to be above the current threat holder before the enemy will start attacking you. This threshold is directly related to the distance between you and that enemy. For players closer than 15 meters the threshold is 110%, or in other words if the tank has 100 threat points built up and you are at 109 it will not switch to you, but if you are at 110 or more it will leave the tank and start hitting you.

For players more than 15 meters that threshold is 130%. So a tank at 100 will not lose threat to a ranged DPS or healer at 129, but will lose it to a ranged player at 130 points.

Aggro Dumps

Most DPS classes or specs have abilities which allow them to force themselves down the threat list. For Commandos it is Diversion, but many classes have similar abilities. It is important for DPS to realize they have these abilities and use them early and use them often. Tanks have a lot of things to manage in a fight, and unlike DPS they often have to use other abilities which may not even be related to the enemy you are fighting. This can include taunting another enemy in the area, using an interrupt, or popping a survival ability. The tank sets what the maximum threat on a target can be, but it is the responsibility of the DPS not to cross over that line.

“I fart in your general direction.”

Your mother was a hamster and your father smelt of elderberries. – Monthy Python and the Holy Grail

Taunts are another tool tanks can use to get to the top of the threat list. If they are already on top it will do no good, but if a DPS or Healer gets aggro, a taunt is the method the tank can take the enemy back. Typically these abilities have a medium length cooldown (about 15-45 seconds). It is important to remember just because the tank taunted that lumbering baddie off of you, it doesn’t mean you can go hog wild again. The enemy will attack the tank for usually 6 seconds guaranteed, but after that if the DPS exceeds threat again you are back in the mess you were in but the tank’s taunt is on cooldown.

And Then It Goes Crazy

Another thing to realize is that some enemies have very specific behaviors which do not follow the traditional rules of threats. Sometimes they will be munching on the tank’s face and then do an aggro dump, or in other words reset aggro to zero for everyone. Other times they will direct most of the attacks against the tank, but occasionally do a special attack on someone else. That could be whoever is number two on threat for just the special attack, or whoever is furthest, or random. And then switch back to the tank like they had been doing most of the fight. It is important to learn which encounters or enemies work like this so you can be prepared for extra healing or position, or cooldowns.

“I Will Kill You Last”

Kill order matters when you are tackling groups. Remember that a tank can only generate so much threat on any given enemy. If DPS is split among targets it is really hard for the tank to keep up with all the mini-fights occurring.  Also you are prolonging the amount of time the various enemies are up making your healers work harder.

Let’s illustrate this with some easy math. Let’s say that we have 4 enemies. Each one does let’s say 100 points of damage per second to players while they are alive. At the start of the fight that means each one is attacking and the healer is having to heal 400 points of damage per second  to keep everyone alive. If you eliminate one that reduces the amount of healing needed down to 300 per second, kill another and you are down to 200 and so on.

But you also gain a lot of efficiency by all attacking the same target. If you can kill one of these bad guys in 20 seconds, having two people working on it reduces that time in half, throw on some tank damage and you are down to 6-8 seconds perhaps? Following a kill order allows you to minimize the amount of time the first target is up, and then moving onto the second target. It also increases the chances that the tank can keep threat on all the bad guys which reduces the total damage taken since the tank has more armor and shielding than most players.

So help your tanks and healers out by picking a kill order and sticking to it.

The Takeaway Lessons

The end result here is that the general rules of thumb for managing threat are as follows:

1. Follow the kill order
2. DPS should use aggro dumps early and often
3. Only Melee should be within 15 meters in most circumstances
4. Melee DPS is the priority for guard
5. Give your tank a chance to build a few seconds of threat before ramping up DPS
6. Follow the kill order

 

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The Church Bulletin January and February

I wanted to take a few moments to summarize some of the activities the Church has been up to lately.

The March to 50

Jeezbus was the first Alvian to 50 and since he hit that milestone in late december we’ve had several other Alvians hit the big 5-0 with quite a few coming up quickly. As of this writing Alvis has 15 fifties who regularly run flashpoints and dailies together.

 

Initiation

On January 28th we promoted the following people from Altarsquid to full blown Priests within the Church. There was a simple ceremony on the Fleet followed by a Sarlaac jump and some PvP with our friends over at Unrepentant and Archaic. While they may have landed a few shots on us, we put up a valiant fight.

Yim'ays and Devo valiantly fight for drunken vengeance on behalf of their fallen Archbishop.

 

Datacron Crawl

On Feb 11th, Jounville, Veela, Qwuaff, Bulwark, Yimayz, Klak, and Dashl set out on a great Datacron hunt covering Ord Mantell, Tython, Corellia, and everyone’s favorite post apocalyptic wasteland Taris. We were able to get to eevry datacron on those planets even though some were much harder than others. There are plans to tackle more planets in the near future.

 

Our First Operation

This past weekend the Church of Alvis struck a victory for drunken vengeance in the Eternity Vault. We managed to get to Soa to phase three in our raid. No doubt he will fall next time we set foot in there. Here is our first attempt and kill against the Annihilator Droid with our actual ventrillo chatter!

 

Upcoming Soon

Our raiding will continue. More people will be hitting 50 which means more flashpoints, more dailies groups. Our next crop of altarsquids are getting ready for initiation and we are going to be doing more datacron crawls. March and April will be exciting for all Alvians as we delve deeper into this galaxy far far away!

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Tak’s Take: Smuggling for Fun and Profit

So you want to be a smuggler. Good for you. Smuggling is an exciting and potentially lucrative endeavor. Here is a beginner’s guide to this less than noble profession in four easy steps.

Cloaking is for Pussies

Who needs a cloak?

When you first consider entering the exciting world of smuggling, you may have a moment of weakness: cloaking technology. You should avoid this at all costs. I cannot stress this enough. First, a ship capable of cloaking eliminates your light and medium freighters. As we all know, no ship that small has a cloaking device. If you are so wealthy as to be able to buy a ship large enough to carry a cloak, then why the hell are you smuggling in the first place. Besides, using a cloak to sneak past a blockade will lose you a lot of credibility with the smuggling community. Seriously, we will all point and laugh at you. Sack up and get a light freighter.

Nooks and Crannies

Choose Wisely

Now that we have settled on a light freighter as the ship of choice, it is time to focus on the contours. If you want to be an effective smuggler you are going to need a place to hide your stash. The key is to avoid simple geometric shapes. While your cubes and spheres may be great for hauling around your collective, they tend to make for poor hiding places when you inevitably get boarded. “We are the Borg. We do not know how all that pot got on our ship, officer.” No, the keys to a good smuggling vessel are nooks and crannies. The closer your ship looks like it was designed during an epileptic fit, the closer you are to passing that inspection.

Blasters and Enforcers

One big ass wookiee. . .or three or four.

Now that you have your ship, it is time to get your gun and someone bigger than you. Your choice of fire arm can mean the difference between walking out of the cantina and being dragged out of the cantina to be thrown in the nearest dumpster. You are going to want something quick on the draw, so stick to a small carbine or a blaster. For the love of Alvis, do not pick a melee weapon. They may be great for prancing around in robes or for a good ol’ fashioned baby seal clubbing, but they won’t do you much good when the guy you double-crossed is on the other side of the hanger bay.

Remember, hokey religions and ancient weapons are no match for a blaster at your side (unless your religion is all about blasters, like The Church of Alvis). You know what else no match is for: a big ass wookiee. What’s better than a big ass wookiee? A big ass wookiee with a life debt is, let me tell ya. Do your best to find the nastiest, foul smelling, so-ugly-his-mama-wouldn’t-kiss-him, bruiser out there, and save his life.

See, simple.

The Crevice that Dare Not Speak its Name

The beer may be warm, but at least it's close.

 

At this point you may think you have everything you need to be a successful smuggler. You would be wrong. Every smuggler reaches a point of last resort; the point where no other hiding place is immediately available. Yes, I am talking about the dirty, dirty business of anal cavity smuggling. Every smuggler must ultimately really on his or her resourcefulness. And nothing says resourcefulness more than being able to cram that balloon up where the sun don’t shine seconds before the authorities break through the hatch. Here are some tips:

  • Wrap that thing in something. Nothing kills resale value more than
    skipping this step.
  • Avoid pointy ends. This tip, as it were, speaks for itself.
  • Lay off the roughage. ‘Cause, you know, gross.

Mazel Tov

Congratulations, you now have the basic steps to successful smuggling. You have taken your first step into a larger world. One last thing to remember; even I get boarded sometimes. When that bounty hunter comes after you, shoot first.

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