Because this will be Darkpaw's first attempt at encounter locking, there are many new methods and changes we should expect, but there are many unknowns on how NPC's will react under this new system. This is all the info that we know. according to the producers letter here once an NPC is engaged, it will be locked to that character, group, or raid. Characters not part of the lock cannot contribute damage. Spells from outside characters will not land on the NPC. If an actively locked NPC loses aggro for a short time period, the NPC will go home, reset, then unlock. After reading this over a number of times, we should expect to see the following changes. Zone Line trains will no longer exists. furthermore NPCs that are lead to zone lines should no longer cluster up together waiting to aggro onto any new player entering the zone. Training another player/group should in theory no longer be possible. Many methods previously used for large scale power leveling will no longer be possible. Feign death pulling could potentially become much harder or even impossible, depending on how FD mechanics affect the new engagement mechanic. (more on this below) However there are many things that will not change, some methods may change but the over all goal of the task will not. DPS races will change to FTE races. Krono farmers will still camp spawns of valuable items, we will just see different methods on how its done. Power Leveling will still be possible. Out of group healers will still be possible because healing spells lands on the player not the NPC Mesmerize/charm type spells will cause the NPC to be engaged to the player/group that cast the spell. The largest problem I see with this is that Mesmerize like spells will also be used to bogart named/important NPC spawns for as long as the caster choose to keep the NPC on lockdown (I forget if EQ had diminishing returns or not) The real questions we should be asking are. What is considered FTE? Does this mean it has to be tagged using a negative spell/attack? Or can proxy aggro also cause an NPC to be engaged? (huge full pulling mechanics). What about non damaging/negative effect spells like lull or Harmony will they flag the NPC to be engaged? What is a NPC's "Home" This may sound simple but is actually ambiguous. Is the Home the location the NPC was at when engagement was initiated? Or is it the NPC's spawn location? Or is it where the NPC would have been had it not be engaged? Depending on the answer this could be used to exploit spawn mechanics and grief other players. How will feign death affect an NPC that is not aggroed on to any other group members? Will the NPC drop aggro and run back to its "home" and reset? Will the NPC's aggro be directed to a different group member upon the skill/spell success? Will the mob remain engaged to the caster, and if so for how long? Either way this can potentially be a huge dynamic change for monks in the first several expansions where they are used as primary pullers. another concern about this is the possibility for feign death to be used to bogart named/important NPCs by holding it on lock down. There are likely many other questions other players may have as well that I did not come up with, If you have anything to add please do.