AIE Instance School/Glossary
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Information | Instructors | Classes | Advanced Instancing | Glossary |
Terminology
- mob: A mob (short for mobile or mobile object) is a generic term for any non-player entity whose primary purpose is to be killed for experience, quest objective, or loot.
- pat: Short for 'patrol'; a wandering hostile NPC enemy. Any party member may announce 'pat' to alert the other party members that an enemy or enemies are approaching so the tank can prepare to grab its aggro before anyone else does
- aggro: The attraction of an enemy's attention or focus. This can happen a number of ways, a couple of common ones are:
- 1 - When an unengaged hostile enemy enters within a certain range of a player, that enemy will attack a player. This range varies based on the target's level.
- 2 - When a player performs an offensive action (such as an attack or spellcast) on an unengaged target, that target will normally attack that player.
- threat: Threat is basically a measure of how much attention an NPC enemy is paying to you. This can be manipulated in various ways including the following:
- Directly attacking an enemy in melee range. This generates the most threat outside of spells and abilities.
- Directly attacking an enemy at a distance (ranged attacks and spells) - this causes the second most threat outside of spells and abilities.
- Healing a target that has threat on an enemy. This will earn the healer some threat as well. In almost all scenarios, healing does not cause enough threat to pull aggro from a tank that has control of an enemy, but it should be
- noted that healing and casting helpful spells does in fact generate threat.
- NPC: Non-Player Character; these can be friendly (Green text name), neutral (Yellow text name, in different shades) or hostile (Red text name). Common NPCs include innkeepers, auctioneers, bankers, quest givers, etc.
- Crowd Control: Crowd Control (abbreviated CC) refers to spells and abilities which limit an opponent's ability to fight. CC abilities are used to reduce the number of mobs that the group fight at once. Due to the fact that most groups cannot tank more than a certain number of elite mobs at a time, crowd control is often essential to prevent a group from being overwhelmed.