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some highlights:
- Aggro change requires a character to make 10% more hate than the current aggro holder.
- Goad works by replacing your hate by the hate of the current aggro holder and then it increases it by 15%.
- Irritate works by adding 600 Hate permanently and temporarily adding 3800 hate. This 3800 hate contribution dissipates after 4 seconds. * Spam time
- Healing on Current aggro holder generates hate as if 1/4 the amount healed were applied as damage. Healing by lifetaps of the current aggro holder ALSO follows this rule. * This would explain why DT's do well in grabbing aggro from guardians
- Hate generation bonus reduces the hate of each point of damage by the proportion it shows. A negative HGB (red in the stats) correspondigly increases the hate per point of damage in the proportion shown.
- Taunt Skill seems to give a chance on ANY hit to cause double Hate by the damage applied on the target. This chance is 0% at 0 Taunt skill, around 50% at 400 and close to 100% (but less than 100%) at 800. * This seems to be change in how taunt works from live.
- Invunerability Debuffs generate hate per time applied aproximately equivalent to 25 damage. * Going to be interesting to see how this fits in with the other changes...especially with Priest debuffs.
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The 3 minute cooldown on Goad and reduced +hate on Defensive stance (currently 3% on TL) will change things...but looks like Irritate is a good aggro grabber from casters (seems to be weak against soldiers who already have aggro) and Seal of Chaos (DT feat) is going to be very nice for off-tanking (max feated - up to 4 targets aggroed, HoT, DoT, M(ana)oT)...
Raids will definitely be different once you take into account the aggro changes and the 15 minute cooldown on the Conq rez...casters are going to have to be more controlled on their dps and soldiers more pro-active in keeping aggro from what I've seen...
Time will tell though






