1) Perhaps I don't do enough high end PvE in GW, but in most RPGs I've played, "Pulling" is where you use a ranged attack to pull the monsters away from other hazards (usually other mobs, but perhaps other mechanisms). "Holding as much aggro as possible" and absorbing damage efficiently are the essence of "Tanking". If a "pull" is necessary, i.e. it is not safe to charge in, the tank often takes care of it because he will get the initial aggro. If he is far enough from the rest of the party when he pulls, he still should maintain all aggro. A tank should also be able to survive long enough (perhaps with pre-prots) to have most monsters lock onto him before teammates step in to heal him.
2) Doesn't moving around a lot in PvE make you LOSE aggro? At least, if you have a speed boost and the AI is having trouble keeping a melee lock on you, doesn't the AI choose a new target? Perhaps this strafing tactic works well in PvP... I'm not sure, so I thought it'd be worth asking in discussion--JenniferBelle 20:11, 27 January 2008 (EST)
i think it should be added that by calling targets with ctrl + click makes you a higher priority target for enemies helping to keep aggro Omg its dave 17:18, 13 October 2008 (EDT)
- Really?--TheHunger 17:22, 13 October 2008 (EDT)
if you need a guide you may want to rethink your profession choice 18.104.22.168 19:16, March 16, 2010 (UTC)