View Full Version : PLing
zs3000
01-27-2014, 02:38 PM
wondering where a good spot is to PL someone in the 20 and in the 30s, useing a druid to round the mobs up for a cleric to drop an PBAO on them. ( a spot where the mobs don't run)
I know at level 9 we can pull all the unrest trash and kill them in one pull.
However Id like a spot where people are not always killing, others xp by PLing someone.
any help would be great thanks.
Rhambuk
01-27-2014, 02:49 PM
could try the lower levels in befallen not many go there afaik.
some of the human casters run but thats all
Derubael
01-27-2014, 02:54 PM
Somewhere there aren't a bunch of new players experiencing the game for the first time on their main character trying to level up.
just my 2 pp
could try the lower levels in befallen not many go there afaik.
some of the human casters run but thats all
Im in here now, don't come here!
Daldaen
01-27-2014, 03:08 PM
You want:
Level 20-30
Mobs that don't run
PBAE to kill on PL'd Cleric
Weak enough mobs that Druid can tank
Well. A large percentage of this games mobs run. Undead are some of the few that don't. For whatever reason, on this server mobs that con green to you will run at above 20% (meaning snared they even still can hobble away) and they don't fight to the last man (20 mobs will run instead of 19 dying and the final running). Which makes PLing very annoying in the style you describe
Zones with mobs that don't run:
Befallen - Undead mobs. (Tapers out around 12-15)
Unrest - Undead mobs. (Tapers out around 25-30)
Kurns - Undead mobs. (Tapers out around 15)
Kedge - imagine running mobs in kedge... /wrists. (Tapers out around 35-40)
Beyond that.... Stuff either hits too hard to tank, or runs
Druid PL drops off hugely after 35. After 35 I think duoing perma bear pits is best bet. Where you break pet and let the PL kill off the running bear and repeat.
Personally I do befallen to 10 (almost always open), unrest to 20 (rarely open.. If it is you likely have just basement or just 2nd floor.... If you can get both a good Druid can do 10-20 in an hour and change), and kedge to 35.
Kedge isn't for the novice though. Beyond the first room stuff starts hitting for up to 165 and has a ton of health. There is also the whole underwater aspect to deal with (find EB item or maintain spell). 20-30 you can usually get 1 level per clear if you clear the first and second rooms. But if you're doing that you have to sit and AFK a bit for respawns (this is why I charge per level and not hour, don't feel right charging for AFKs)
Also... At this time in EQ the PBAE them down method for Druids isn't that effective. You're better off getting the high red cons and pulling 4-5 at a time for your PLed toon to melee once each.
Daldaen
01-27-2014, 03:16 PM
Oh and a note about unrest. Only PL in basement and/or 2nd/3rd floors and only when no groups are doing those camps. Yard and first floor are almost always being camped by level appropriate groups.
I find that the 2nd floor is occasionally grouped and the basement is rarely group. All 3 floors will occasionally see a necro/Druid/enchanter/cleric/paladin soloing as well.
If you find it open make sure every mob you tag with a snare (to prevent training someone) and pull such that mobs path away from groups (so they don't shit their pants seeing 3 hags or get killed from low hp aggro).
There isn't a problem PLing in Unrest just so long as you keep to the mobs no one is killing (IE the highest level stuff in the zone since most people leave unrest in the 20s)
zs3000
01-27-2014, 03:29 PM
the undead skellies in kurns run. reason why I like trash in unrest is b/c you can get over a level in a single pull.
Bards are one of the few classes that can get a PL from pbae from someone that then zones. They keep the mobs from losing threat and getting HP regen and making trains. (SolA, Paw, LoIO Sarnak Fort)
For the mortal classes I imagine it will be more efficient to find someplace you can animal charm, break and use the cleric to atone low health mobs. Resnare or no damage stun + DS will speed it up a bit too after the mem blur.
A pet class with cleric buffs + DS can pretty safely tank low-level rooted mobs, and if you wanted to PBAE + zone that's a good method to keep the pet the only one on the hate list so your lowbie doesn't get swamped. Have them run around spamming "/pet back off" and "/pet attack" to keep increasing the train, which is how my mage rounds up greens to pbae and not die.
edit: Thought it was a team of cleric / druid PLing not a druid pling a cleric... disregard and melee / ds.
baalzy
01-27-2014, 03:57 PM
if you're trying to pbae mobs down wouldn't you want them to run? for the safety of your PL'ee.
Example: ES Click snare (Or cast ensnare for the ridiculously long duration) on a bunch of mobs. Let your DS get them to flee % (where they should theorically stop moving) then PBAE em down with cleric.
I distinctly remember seeing druids do this on live in Dalnirs because every mobs flees even if it has friends nearby.
But then I think snare mechanics are a bit off here still, mobs being able to move when they shouldn't while snared.
Daldaen
01-27-2014, 04:09 PM
The problem with PLing by PBAEing running mobs is that mobs that run never take the same pathing (atleast rarely do). You have to find a single room with one exit so they are forced to path out the same way. And even then, they flee at 25% ish (20% and under they can't move while snared) and I don't think they should be fleeing at 25%. Also resists further scatter them causing some to flee and some to stay still cause under 20% etc.
If mobs didn't flee til the last mob alive and mobs didn't run until under 20%, you would see people PLing in Sol A and UGuk much more and less in Unrest. Also I'm pretty sure that is classic. The mobs not running until a health such that they don't move snared and mobs not running until they are the sole survivor... Though I doubt there is any evidence of this post anywhere.
zs3000
01-27-2014, 04:09 PM
Yeah mobs still move aways slowly when snared here.
What I do is (saying im in unrest)
Snare pull everything on druid.
Heal 2x
Have cleric (or person being PLed) use PBAO 3 to 4 times
Then I cast DS on druid till everything is dead.
Easy fast xp.
Daldaen
01-27-2014, 04:16 PM
But the way you're suggesting you clear all the courtyard / first floor mobs groups start to hate PLers. Whereas killing mobs they aren't killing they won't mind.
Also you are getting 1 level per respawn. Whereas if I have basement and top floors I can get about 3-5 levels a clear depending on starting level and exp penalty etc.
Problem is with doing it the way I suggest you can't PBAE since high refs will just resist, you have to melee each mob.
Nocte
01-27-2014, 04:19 PM
Kerra Isle. Great ZEM and you can almost guarantee that the zone is empty.
Ella`Ella
01-27-2014, 04:20 PM
just my 2 pp
GM self-generating plat. RMT racket confirmed.
zs3000
01-27-2014, 04:25 PM
Im just trying to figure out the fastest way to PL this cleric, that can take forever to melee hit a mob.
Daldaen
01-27-2014, 04:29 PM
Get a fast 1hb and have him skill up while he does it. It isn't really that bad. PL'd a necro from 10-20 in unrest a weekend or two ago, took only 1 hour I think? Using a crappy 1hp. Granted he skilled up 1-10 doing the same thing, but still... They skill up pretty quick when they're meleeing the entire time.
SwordNboard
01-27-2014, 04:33 PM
If you don't mind spending time on the pull, you could round up all the roaming skellies in lake of ill omen and at the ruins (bad ZEM though). You could also try to claim stables in City of Mist if it's not crowded. Perhaps Kaesora library area. About all I can think of that's out of the way.
baalzy
01-27-2014, 06:51 PM
If mobs didn't flee til the last mob alive and mobs didn't run until under 20%,
Maybe I just haven't been paying attention.
Are you saying mobs are fleeing even when there are other mobs of its same type fighting? I've noticed this while having something mezzed and I thought maybe it was a mechanic of it being mezzed?
Cause if you have 2 mobs of the same faction fighting you neither of them should run until the other is dead & they're at 20% or less.
I just found a post in monkly business from Oct 2001 which describes how to use this at the raster-camp to keep you from having runners training you.
http://monklybusiness43508.yuku.com/forum/viewtopic/id/790#.UubixN_TlhF
Edit: I'll glady post this in the bugs forum.
Darkyle
01-27-2014, 07:34 PM
Crushbone is a fine example. When you are same level and you are fighting 2, they will not run until they are down until the last 1, even then he will not run till 20% or below. However come back and do this at say level 50 and you have 2 orcs, if you beat down orc 1 to 20% (sometimes 24%) he will flee and Orc 2 will still be beating on you with 100%.
zs3000
01-27-2014, 07:34 PM
Right everyone knows its not classic, but key this is not really a classic server soo....
Rhambuk
01-27-2014, 07:35 PM
Crushbone is a fine example. When you are same level and you are fighting 2, they will not run until they are down until the last 1, even then he will not run till 20% or below. However come back and do this at say level 50 and you have 2 orcs, if you beat down orc 1 to 20% (sometimes 24%) he will flee and Orc 2 will still be beating on you with 100%.
yes, and since the high level druid will be on the agro list they will run regardless of how many friends are around them.
Darkyle
01-27-2014, 07:37 PM
Right everyone knows its not classic, but key this is not really a classic server soo....
The idea is to get as close to classic, if you can help improve something then why not? You forget some of the devs here don't even play, they just program for fun / as a project (hence the name lol) to make as close to classic server as possible. We are lucky they let us play here.
zs3000
01-27-2014, 07:59 PM
Not saying were not lucky don't get me wrong, but it bugs me when people say can't do this b/c its not classic....when this server is in fact not classic.
Darkyle
01-27-2014, 08:02 PM
Sure.. but when it's quite an important mechanic of the game I guess it warrants it. Having said that I care more about Velious coming out than low hp fleeing mobs lol.
zs3000
01-27-2014, 08:08 PM
True, but they took the time to take away low HP holding aggro. which was not classic at all. they just did it b/c.
Darkyle
01-27-2014, 08:39 PM
True, but they took the time to take away low HP holding aggro. which was not classic at all. they just did it b/c.
Can't comment on that as I don't know the difference between classic/here.. but from some comments I read the change was classic, it's still doable but you have to work around it now. Idk tho :D
Daldaen
01-27-2014, 08:44 PM
True, but they took the time to take away low HP holding aggro. which was not classic at all. they just did it b/c.
Low HP aggro still exists, it just isn't as enormous of a hate bump when you drop into low HP range as it used to be. Whether the extent of the hate bump was or is classic is up for debate. But proving either side would be extremely challenging without the true classic code.
To answer the person who quoted me earlier, yes. If you are fighting green-con mobs that normally run and you have a train of 2+ (20, 100, 2000 whatever), they will ALL run at 24% -- When they should only be running under 20%, the percentage at which they stop movement from snare -- AND they will run even if they have mobs of the same type/faction directly next to them at 100% still beating your character down -- When they should in fact keep fighting to the last man, who then runs --
The only reason I haven't /bugged it is because I can't imagine there is evidence out there (either way) being that it is a pretty specific situation that wouldn't have been as common during classic when there were far less max level players killing green con mobs.
baalzy
01-28-2014, 01:09 PM
True, but they took the time to take away low HP holding aggro. which was not classic at all. they just did it b/c.
They didn't take it away, the reduced its 'effectiveness' down to more classic-levels. It hurts bards with their kiting but it potentially saves clerics who pop off immunity at low HP while being beat on and allows a tank to try to grab agro back before it drops now. Before it just meant the group had 16 seconds to kill the mob/heal the cleric or else that person was toast.
Yumyums Inmahtumtums
01-28-2014, 01:49 PM
Not saying were not lucky don't get me wrong, but it bugs me when people say can't do this b/c its not classic....when this server is in fact not classic.
Ehhh, there were some things that were seriously broken with the game that needed a good hard look-at and objective opinion on whether they should be implemented for p99.
Also, to make it clear for a lot of people (not necessarily yourself), the act of making something classic really only applies to the raw mechanics of the game. The devs are usually very strict about altering game mechanics from what the evidence shows as being classic unless it is an egregious exploit or a fairly large community issue brought on and compounded by extended timelines or previously unknown or seldom-known exploits.
Make no mistake; there is only one kind of classic and that is game mechanics. Arguing for classic era gameplay is not going to happen by virtue of how our brains interact with it now.
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