How do the threat mechanics work in TERA

tera

I'm used to the somewhat more normal "accumulative" threat in other MMOs, where if there aren't any "1 shot" mechanics, the tank can generally AFK after the first minute or so.

EnMasse's TERA seems to work very differently. On my priest, I find myself pulling aggro constantly, even late in the fight. From a Lancer's perspective as well, it seems like they need to stay exposed most of the time (and take a good deal damage) or hit the AoE taunt on CD.

It's fairly obvious that this threat mechanism isn't accumulative, but are there any hard rules for how it works?

Best Answer

It looks like the monster has a limitied "memory" of last players' actions (size unknown). Most recent action removes the oldest one from the memory.

Some actions generate a lot of threat: taunts, massive damage, especially criticals, heals. If the player's threat accumulated from most recent actions is bigger than any other player's in the group, he gets aggro. That's why tank needs to constantly generate new threat. And that's why all you need to do to lose aggro is to run away for a while and let others generate even a little threat and push out your actions from the monster's memory. The more attacks hit monster in a meanwhile, the faster aggro will get back to the tank. This is the reason for supporters to use the regular attacks between threat-generating heals.