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View Full Version : Game Mechanics: Cazic Thule (2.0) - PoFear - Knockback AE not present


Daldaen
11-02-2015, 11:31 PM
Reports are coming in that CT is only using the AE Snare, he is not currently using the AE Knockback. This makes the encounter far different/less tedious:

EQClerics 2001 August (http://www.eqclerics.org/forums/showthread.php?t=10889&highlight=cazic+knockback)

Mobs with knockback (Vyemm, Yelinak, Cazic) pose the greatest challenge to a main tank tactic. We have special variations on main tanking that we use against knockback mobs.


Knockback confirmed part of encounter.

Avatar Power
Decrease Hit Points (HP) by 100 (L1)
Cancel Magic + 9 levels


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Classes: None

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Area Effect Range: 60 feet
Pushes Target Back: 20 feet
Throws Target Up: 5 feet

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Skill: Evocation
Allowable Targets: Point Blank AoE

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Resistance Check: None

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Spell Duration: Instant
Area Effect Duration: 1.0 seconds
Recast Delay: 35.0 seconds

--------------------------------------------------------------------------------
Spell cast on you: You are knocked backward.


Spell data from April 2001 spdat showing the effect was in game.

https://www.youtube.com/watch?v=TvC5K4yveFk

You can see the knockback at timestamp 2:20

Ele
11-03-2015, 12:04 AM
snare + knockback was annoying as hell creeping back to the fight and interrupting casts

Arteker
11-03-2015, 12:08 AM
there is reports he was slowed and that shouldnt be possible

Daldaen
11-03-2015, 12:09 AM
snare + knockback was annoying as hell creeping back to the fight and interrupting casts

This for sure. With just the snare its not much of a fight, word on the street is 2 clerics held up fine against him for nearly the entire fight. That wouldn't have flown with a knockback+snare combo.

nilbog
11-03-2015, 12:29 AM
Reports are coming in that CT is only using the AE Snare, he is not currently using the AE Knockback.

Fixed in game.

there is reports he was slowed and that shouldnt be possible

Fixed, pending update. Will try to get it hotfixed.

Daldaen
11-03-2015, 09:29 AM
there is reports he was slowed and that shouldnt be possible

I'd like to see evidence for this. Alla posts suggest the contrary:

Allakhazam - April 2001 (http://everquest.allakhazam.com/db/npc.html?id=736&p=4#comments)

Cazic is insane now, one of the most fun fights I've ever had.

First of all he has 300,000 HP. This is no joke. A guild of 50 people level 53+ beating on him for 5 minutes dropped him very little.

Second, he hits hard. This is easily countered if you can lower his MR just enough to land a Slow on him, in which point he becomes a big baby.

Third, he now has 2 AoE: a Dispel Knockback (like he used to) and a Snare AoE.

Fourth, he drops INCREADIBLE stuff. (The current list of his items is wrong, most of the reported items above were moved to the golems or the dracoliche and Cazic given all new goodies). The cleric helm listed above is testament to the kind of drops this buddy has.

Cazic is not a MOB any plane ready guild can drop anymore. This is a serious and true fight against the God that I've seen powerful and very capable guilds lose. He's not a joke anymore

-S-

November 2001:

Make sure u have DMF on during this battle so his gravity flux doesnt send u into the sky for 10k
Also make sure he is slowed( need a sacrificial chanter to tash at very beginning )

October 2001:

Cazic Thule is immune to attack speed debuffs.

Inoruuk is not (or was not as of 3 weeks ago, who knows what havoc today's patch wreaked)

Reply, a few days later October 2001:

Cazic Thule was slowed by a lvl 60 shammy, this was one day after the patch that made certain mobs immune to spell effects. Tash and Malo had already landed and I believe a bard was debuffing also. btw there were 4 lvl 60s trying and it did take a while before one landed. he owned us anyway =)

If you continue going forward in time you'll find more comments about slow able and none about unslowable.

Daldaen
11-03-2015, 09:33 AM
http://web.archive.org/web/20021129125415/http://www.graffe.com/

The Uber Mob Resistant chart puts him at a 4/6 on Magic resistance. Which is a "Lures are never resisted, normal magic spells resisted often".

But that is not an "immune to magic spells" tier of resistance.

With Malo / Tash / Occlusion / Bard Tash Orb (WTB bardstacking) - You should be able to stick slows occasionally. It should just take a few shots at trying even fully debuffed.

Setting him magic immune is bad mmkay. Let Necros actually lifetap and stuff. Plus not classic.

Arteker
11-03-2015, 10:16 AM
http://web.archive.org/web/20021129125415/http://www.graffe.com/

The Uber Mob Resistant chart puts him at a 4/6 on Magic resistance. Which is a "Lures are never resisted, normal magic spells resisted often".

But that is not an "immune to magic spells" tier of resistance.

With Malo / Tash / Occlusion / Bard Tash Orb (WTB bardstacking) - You should be able to stick slows occasionally. It should just take a few shots at trying even fully debuffed.

Setting him magic immune is bad mmkay. Let Necros actually lifetap and stuff. Plus not classic.
lifetaps where landin on him, and i saw it get a fully ice spear without partial

Daldaen
11-03-2015, 10:34 AM
Perhaps cold resist should be tuned up a bit then.

But again, he should not be slow immune unless you can present evidence to counter everything I posted suggesting he should infact be slowable.

Redi
11-03-2015, 11:06 AM
Perhaps cold resist should be tuned up a bit then.

But again, he should not be slow immune unless you can present evidence to counter everything I posted suggesting he should infact be slowable.

Arteker
11-03-2015, 12:04 PM
http://www.eqclerics.org/forums/showthread.php?t=10878

24-07-2001, 15:13 #2
Aaldiana D'Ozz
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Reg.datum: Oct 1999
Ort: Cincinnati, OH
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Post
Yes, he is unslowable by traditional means (honestly I don't know about rogue poison, we havent messed with it for the most part).
Yes, even unslowed he is doable with low numbers.


Basically it depends on a few things (just like all BGH mobs do):

First and foremost...How well does your group work together? If your clerics don't time heals right with each other, your tanks don't know how to gain/regain aggro or take over main tanking etc, then even with 60 people you'll have trouble.

Practice makes perfect on anything, raiding as a cohesive group takes a ton.

How prepared are you for that particular mobs abilities? Does it AE? Is it resistable and if so which resist? Can it be slowed? Does it dispell? What debuffs are worth using? Should melee be defensive or offensive? Which nukes will land? Are single target heals or group heals more efficient? Etc. In this particular case, it's learning to deal with his AE snare.


When in doubt and learning...zerg (but not to the point the resulting lag makes it even worse...ugh).
Once you've gotten some experience, cut the numbers.


ps...not giving specific strategies since you didn't ask for them necessarily and since some don't like spoilers *nod*

Arteker
11-03-2015, 12:24 PM
*** Magic System Changes ***

There is a more detailed explanation of these changes posted on our
Developer's Corner. Please visit there for more details (either at
www.everquest.com or http://boards.station.sony.com/ubb/everquest/cgi-
bin/Ultimate.cgi). Here is a summary of the changes:

- The level-based spell resistance bonus inherent in super-high level
NPCs has been reduced significantly.

- Several NPCs have had their resistances reduced. Each of them was
examined carefully, and resistances changed as seemed appropriate. For
some of these NPCs other things were changed as well to compensate for
their increased susceptibility to spells, such as armor improvements or
perhaps greater hit points, if needed for that NPC.

- NPCs that were highly magic resistant in order to make them immune to
certain spells can now be given specific immunity to those spells. This
means that they can be made immune to critical spells, as intended, and
still be generally less resistant to magic. Players will receive a
message similar to the one that is already given for Mesmerization
spells when they cast a spell on an NPC that it is specifically immune
to.

IMPORTANT NOTE: It is very important to note that we have not made any
NPCs immune to spells that they were not already immune to. Many NPCs
that were previously immune to spells due to their high innate
resistance to magic have had that resistance reduced and specific
immunities added. So if you see an immunity message after attempting to
cast a spell on an NPC that you hadn't seen such a message from before,
understand that the NPC was already immune to that spell before due to
high resistances, and the only difference is that it now has lower
resistances in general and specific spell immunity (which is why you
are seeing the message).

this was the patch the dude u are quoting referes and is when u actualy start getting the smg ,,,, this char cannot be slowed or inmune to run speed changes etc etc etc..

something actualy is wrong in our time frame as u getting this msg in mobs like the herdleader in cs when it should be snare ,,,, resisted and no than he is inmune to slow or snare

Daldaen
11-03-2015, 02:36 PM
So a few posts on Allakhazam suggest slow ability. One post in 2007 claims unslowability, and the EQCleric 2001 post claims unslowability.

Would be nice to find more evidence on this to tip the scale in favor of one side or the other.

Arteker
11-03-2015, 03:05 PM
So a few posts on Allakhazam suggest slow ability. One post in 2007 claims unslowability, and the EQCleric 2001 post claims unslowability.

Would be nice to find more evidence on this to tip the scale in favor of one side or the other.

idk what to say dald , i know i farmed him for long in live asearlier as pop and he was always imposible to slow even with disease new line.

Efwan
11-03-2015, 03:38 PM
Far more in era posts stating slowable. That eqclerics post is the only one suggesting otherwise, so maybe they had some bad rng or something but pretty sure he is slowable from all the research I have done/seen

Daldaen
11-03-2015, 04:02 PM
idk what to say dald , i know i farmed him for long in live asearlier as pop and he was always imposible to slow even with disease new line.

It's just your recollection isn't sufficient.

I wouldn't say it's outside the realm of possibility that CT is unslowable... But the majority of the evidence suggests he was.

But the quote in era, *most* state slowable. Only one guy claims he is immune to attack speed changes just after the patch you quoted. Then that same week someone else refutes that claim, stating he was slowable.

The Graffe resistance chart shows him as a high MR mob, but not high enough to be immune to magic effects. Lures and Lifetaps should be 100% hits and Magic spells should require full debuffs and even then be hit or miss.

EQLizier 2001 (https://web.archive.org/web/20020208214912/http://gameznet.com/eq/ultra/cazicthule.html)

Approximate Level
63+


Approximate HP
150,000+


Approximate Damage Per Attack
Quad Attacks for 600 Each, Bashes For 250


Cazic Thule, Lord of Fear Special Abilities
Multiple Harm Touch
Single Target Fear
Single Target Dispell
Area Effect Knockback


Special Resistances
Resistant to Fire and Cold
Lure and Magic Work

Treats
11-05-2015, 10:07 AM
The Avatar Snare or some other spell may have dispelled Cazic Thule (similar to Sontalak), I don't remember anyone slowing him after the Fear update.

He would Avatar Snare first then Avatar Power dispelling the snare and shooting you off (You needed top buff slot open or with jboots etc). Basically the strat was to put your clerics in the house with levitate to stop the knockback and hope your tanks resisted Fear.

El Camacho
11-05-2015, 11:15 AM
I remember landing a slow on Cazic 2.0 the first encounter on our server. We had maybe 10 enchanters/shaman all trying and lost almost every single one in the first few minutes while trying to land slow. Quite difficult to land, but not impossible.

For what it is worth.