Talk:Aggro

I've never heard of the Danger Zone before, other than the Kenny Loggins song of course. I presume it's an in-game or game manual term? --Xasxas256 09:15, 22 May 2006 (CDT)
 * Instructor Ng during the Monastery Overlook tutorial. Also during those cyan box tips. - 10:43, 22 May 2006 (CDT)

When the Entire Radar Range = Aggro circle
I've been trying to get Masters on Gayla Hatchery, with a hench team for a while, following the guide from here. My char is a monk. Team usually consists of Sister Tai, the two Fighters, the Earth Mage, and the 3 Rangers.

I ran to the West, to avoid the Turtle moving AI.. and made my way to the beach, elimated the small group there, and the other small group to the east. Made my way down to the Juggernauts @ the end of the mission, elimated them, and then the group that patrols the area slightly to the west. Once this group is eliminated, a much larger group spawns. So I retreated, to let them settle, and (tried) to pull a small chunk off this mass. The pull failed, and the whole group aggro'd. I retreated to the East, breaking aggro (so that there are NO red dots at all in radar range).

In the end I was left with me, Sister Tai, and 1 Ranger. However a fair number of the spawn was still patrolling, their original area. And here's where the 'normal' aggro rules failed me. *AS SOON* as I entered radar range (that's radar range not the aggro bubble), to rez one of my fallen henchies, a number of the mob would start to move towards me. Only backing off if I retreated again. If I didn't retreat they'd initate aggro themselves. This has happened to me on more than 1 occasion on this mission. So far, even staying out of radar range for over 10 minutes, still results in the group chasing me AS SOON as I enter radar range. Anyone have any idea what's going on here? Is this behaviour a result of my not playing the mission the 'proper' way?


 * Mobs who have already been aggroed before may sense you beyond the aggro circle. I've experienced it in many places. - 21:50, 22 June 2006 (CDT)


 * I believe that in some missions/quests, monsters are also given extended aggro zones so that they will initia combat with certain parties, in this case the turtle convoy that is supposed to pass them, but could be out of normal aggro. I have also seen this in the last part of Mayhem in the Market, where there is a fight between Afflicted and Kappa. They also have an extended aggro zone, everytime.