View Full Version : Dealing with Caster mobs
eqravenprince
12-08-2012, 12:05 PM
I am a level 48 Monk and anymore I simply avoid all casters while soloing unless they are a green con and if they just turned green can be problematic. Is it normal for Monks to have some Magic Resistance gear? Reason I ask is because I feel like I might be doing something wrong. I was unable to kill the light blue con Shaman that is the placeholder for Shin Lord in Upper Guk last night, even with full health and using mend. He hit me with 2 nukes and 2 dots and healed himself probably 7 times before I had to feign death. As I left the zone, I announed Shin Lord camp was open because I was unable to kill the damn Shaman. I got heckled quite a bit, my favorite comment was "He is special...", oh and some level 40 Mage said "I can kill him easily". So I'm just wondering if there is anything I can do besides more MR, better weapon, and adding haste.
I am not one of those twinked out Monks, I've earned everything I have, including knowledge of how to play a Monk since I never have played one until P99. I have mostly Wu's armor or something similar, Wu's Quivering Staff, some +55 hp rings. But no added MR. I would hate to go buy MR stuff and find out it really doesn't make a difference. I don't have much money as it is, only 2.5kpp saved up. Any advice would be appreciated.
nebulus
12-08-2012, 12:25 PM
You should always carry some resist gear with you... also you can use low delay 1hb weapons to try to interupt caster mobs.
Furniture
12-08-2012, 12:39 PM
Theres another thread around here somewhere saying that casters are supposedly too powerful since they are casting too many buffs/spells.
http://www.project1999.org/forums/showthread.php?t=75903
I would like to add that I don't remember caster npcs being utter rapetrains in classic, but I have no real evidence for it.
Part of the problem is that PC resists are just screwed. With 100+ CR I resist like 1/3 of spells from blue con goblin wizards at 27.
Also, the sign on the door says classic Everquest. If we are going to take away useful conveniences like the compass than for sure these ridiculous caster npcs need a solid whack from the nerf bat.
Same as the thread he cross linked.
In classic, caster mobs did not have a full spellbook. Their casting abillity were limited often 20 and 30 lvl's under their actuall lvl.
That is the reason why they buff better, and also heal a bit better.
The only spells that somewhat followed the lvl's of caster NPC's was Healing spells like Complete Healing.
Correct level spells for NPC's was earliest fixed during Luclin. I don't have a link right now, but those familiar with searching the web for old patch messages should be able to find this, as it was a major update to the game lvl'ing wise when caster mobs actually started to be a pain to fight if you didn't have an arsenal of ways to interupt casting.
Mobs may be casting too much buffs on themselves with spells that they shouldnt otherwise be casting at their level until the patch in luclin. Also like quoted above their may be issues with resists
Splorf22
12-08-2012, 12:52 PM
Here is Dramor fighting in Sol A at I think L26 or so. Resists varied of course with bard songs but I often tried to sing elemental/guardian rhythms. Probably on average 70MR/50CR/50FR/20PR/35DR. Its just ridiculous IMO, to the point where I often don't even try to sing resist songs and just spam mez in the hope of getting interrupts.
edit: I guess I didn't spend all of my time in SolA, looks like a bit of Unrest made it in there too.
[Wed Dec 05 12:27:25 2012] You feel feverish. You have taken 30 points of damage.
[Wed Dec 05 12:29:28 2012] You resist the Spirit Strike spell!
[Wed Dec 05 12:33:44 2012] You resist the Affliction spell!
[Wed Dec 05 12:34:13 2012] You feel feverish. You have taken 30 points of damage.
[Wed Dec 05 12:45:09 2012] Lightning bursts through your body. You have taken 62 points of damage.
[Wed Dec 05 12:50:03 2012] You resist the Ghoul Root spell!
[Wed Dec 05 12:52:07 2012] You have been poisoned. You have taken 40 points of damage.
[Wed Dec 05 13:08:38 2012] You feel your skin smolder. You have taken 25 points of damage.
[Wed Dec 05 13:08:41 2012] You feel your skin smolder. You have taken 25 points of damage.
[Wed Dec 05 13:09:05 2012] You resist the DryBoneFireBurst spell!
[Wed Dec 05 13:09:56 2012] You feel your skin smolder. You have taken 26 points of damage.
[Wed Dec 05 13:18:43 2012] You resist the Ghoul Root spell!
[Wed Dec 05 13:35:54 2012] You resist the Force Shock spell!
[Wed Dec 05 13:35:59 2012] You feel your skin combust. You have taken 110 points of damage.
[Wed Dec 05 13:36:05 2012] You resist the Enstill spell!
[Wed Dec 05 13:36:10 2012] You resist the Force Shock spell!
[Wed Dec 05 13:44:12 2012] You have been poisoned. You have taken 6 points of damage.
[Wed Dec 05 13:44:59 2012] You feel your lifeforce drain away. You have taken 71 points of damage.
[Wed Dec 05 13:46:07 2012] You feel your skin smolder. You have taken 25 points of damage.
[Wed Dec 05 13:46:13 2012] You feel your skin smolder. You have taken 3 points of damage.
[Wed Dec 05 15:49:14 2012] You resist the Tishan's Clash spell!
[Wed Dec 05 16:02:49 2012] You have been force struck. You have taken 177 points of damage.
[Wed Dec 05 16:03:18 2012] You resist the Force Shock spell!
[Wed Dec 05 16:03:56 2012] You have been force struck. You have taken 177 points of damage.
[Wed Dec 05 16:04:13 2012] You have been force struck. You have taken 177 points of damage.
[Wed Dec 05 16:04:30 2012] You resist the Force Shock spell!
[Wed Dec 05 16:04:36 2012] You feel your skin combust. You have taken 63 points of damage.
[Wed Dec 05 16:30:36 2012] You feel your skin combust. You have taken 110 points of damage.
[Wed Dec 05 16:30:42 2012] You have been force struck. You have taken 177 points of damage.
[Wed Dec 05 16:30:47 2012] You are immolated in flame. You have taken 72 points of damage.
[Wed Dec 05 16:30:52 2012] You feel your skin combust. You have taken 110 points of damage.
[Wed Dec 05 16:40:05 2012] You resist the Force Shock spell!
[Wed Dec 05 16:40:26 2012] You resist the Force Shock spell!
[Wed Dec 05 16:57:18 2012] You have been force struck. You have taken 179 points of damage.
[Wed Dec 05 16:57:28 2012] You resist the Frost Shock spell!
[Wed Dec 05 16:57:58 2012] You have been force struck. You have taken 179 points of damage.
[Wed Dec 05 16:58:06 2012] You feel your skin freeze over. You have taken 172 points of damage.
[Wed Dec 05 16:58:13 2012] Energy races across your body. You have taken 92 points of damage.
[Wed Dec 05 16:58:26 2012] You have been force struck. You have taken 179 points of damage.
Cippofra
12-08-2012, 01:02 PM
Casters are definitely far too powerful here. In Classic they were often weaker and made for an easier kill.
SamwiseRed
12-08-2012, 01:08 PM
ive totally have been killed by green casters by taking them for granted.
Splorf22
12-08-2012, 02:31 PM
[Sat Dec 08 11:08:18 2012] You have been struck down by wrath. You have taken 198 points of damage.
[Sat Dec 08 11:14:37 2012] You have been struck down by wrath. You have taken 198 points of damage.
[Sat Dec 08 11:15:08 2012] You have been struck down by wrath. You have taken 198 points of damage.
[Sat Dec 08 11:15:50 2012] You have been struck down by wrath. You have taken 198 points of damage.
[Sat Dec 08 11:22:56 2012] You have been struck down by wrath. You have taken 198 points of damage.
[Sat Dec 08 11:24:31 2012] You have been struck down by wrath. You have taken 198 points of damage.
[Sat Dec 08 11:24:43 2012] You have been struck down by wrath. You have taken 198 points of damage.
[Sat Dec 08 11:25:20 2012] You have been struck down by wrath. You have taken 198 points of damage.
[Sat Dec 08 11:25:57 2012] You have been struck down by wrath. You have taken 198 points of damage.
And here is Dramor vs a yellow Glyphed Forbidder in MM. 9/9 full damage with 50MR. (yes, I tried 4x to charm kill her and something always went wrong. I feel like Bards have to fight 10 fights correctly in order to do the same thing enchanters do).
Sadre Spinegnawer
12-08-2012, 05:59 PM
imo, resists were rarely of value in classic, due to what people are wishing was the case here. If I had a wish list of things that needed redone from classic, making resist gear count would be near top of list. Sounds like that is what p99 did. Just suggesting that may be what has happened.
Resists were nearly pointless in original live. It was, like charisma, an unused stat. They fixed it. Deal.
Cippofra
12-08-2012, 06:05 PM
In classic as a raid tank I had cheap sets of resist gear that were used quite often. It definitely made a difference and prices for it reflected that
Xherez
12-08-2012, 06:35 PM
The key to killing healer mobs is casting interupts and burst damage. As a monk you are poor at both of those things but can give your self some options with a stun weapon like Adam club, or a high damage weapons like IFS.
Splorf22
12-08-2012, 06:48 PM
This is actually good advice. I bet two Trance Sticks would work very well. Not only do you get some procs but the push is key. I duo the Dark Elves with Ploktor some of the time on Sakuragi and with two blood points they don't get many spells off just from push.
Cippofra
12-08-2012, 07:21 PM
Instill doubt is also a great skill for this. Obviously not a feasible option in certain areas
Theres another thread around here somewhere saying that casters are supposedly too powerful since they are casting too many buffs/spells.
http://www.project1999.org/forums/showthread.php?t=75903
Mobs may be casting too much buffs on themselves with spells that they shouldnt otherwise be casting at their level until the patch in luclin. Also like quoted above their may be issues with resists
Yeah they've been over powered since 2009.
eqravenprince
12-10-2012, 10:19 AM
I tried out the 2 Wu's Trance Sticks. It had moderate success with interrupting the caster. I haven't tried adding MR items yet. After seeing more interruptions, I was thinking it would only improve by adding haste. So saving up for FBSS instead of spending money on MR at the moment.
I tried out the 2 Wu's Trance Sticks. It had moderate success with interrupting the caster. I haven't tried adding MR items yet. After seeing more interruptions, I was thinking it would only improve by adding haste. So saving up for FBSS instead of spending money on MR at the moment.
If proc chance here is calculated as on live, melee haste has exactly zero effect on it. The only things that effected proc chance (vs. time elapsed) were DEX and (the supposed few) weapons that had a greater proc chance built in to them. From the testing back in the day, main-hand should proc (on average) 2/min at 100-ish DEX and 3/min at 200-ish, off-hand proc rate is 50% main-hand.
(IIRC, this time dependency on proc chance was used at a later date get a warrior using a weapon that proc'd an AoE spell to proc on every swing by slowing the warrior to the point he swung at the proc rate.)
Also, on the original topic, I don't recall green mobs 10+ levels lower than me on live sticking spells near as often as they do here. Blue-con casters sucked to fight back then just as they do here now, pretty much up until the OP Paladin "fix" with the Luclin release (my main then was a Paladin also.)
eqravenprince
12-10-2012, 12:07 PM
If proc chance here is calculated as on live, melee haste has exactly zero effect on it. The only things that effected proc chance (vs. time elapsed) were DEX and (the supposed few) weapons that had a greater proc chance built in to them. From the testing back in the day, main-hand should proc (on average) 2/min at 100-ish DEX and 3/min at 200-ish, off-hand proc rate is 50% main-hand.
I would think that there is a small chance of proc with each swing. Therefore if I swing faster, more procs over the same amount of time. Side note, going to fast dual wield weapon is the primary reason for the interrupts, although the procs probably added a little bit extra interrupt ability. So haste would only allow me to swing faster and even better chance of interrupting. Plus it just looks cool when it procs =).
Splorf22
12-10-2012, 12:15 PM
I would think that there is a small chance of proc with each swing. Therefore if I swing faster, more procs over the same amount of time.
This is neat, simple, logical, and wrong. Your proc chance is only a function of your dexterity. I assume Verant coded it this way to make it easier to balance the game.
The FBSS will definitely help, however, because it will increase your push. Just make sur e you aren't pushing into a wall.
eqravenprince
12-10-2012, 12:25 PM
This is neat, simple, logical, and wrong. Your proc chance is only a function of your dexterity. I assume Verant coded it this way to make it easier to balance the game.
The FBSS will definitely help, however, because it will increase your push. Just make sur e you aren't pushing into a wall.
I realize dex improved proc chance.
Example A (haste)
10000 swings in 10 minutes
Example B (no haste)
5000 swings in 10 minutes
Example A will have more procs, if this is not the case, I would be shocked.
A1551
12-10-2012, 12:40 PM
Hey Man -- then prepare to be shocked!
Procs are a function of dex NOT swings. So regardless of how fast you swing, based on your dex you have an inherent proc rate that the game always drives you towards. For an example if you swing a really slow weapon you will see more procs per swing. If you use super fast weapons and lots of haste you will see much less procs per swing (although overall you'll get the same number of procs). Trust me on this -- or if you don't I'd be happy to slow you in game and let u beat on something and see for yourself :D
-Propo Fol
garyogburn
12-10-2012, 12:41 PM
That is not the case. Procs are based on how many times a weapon will proc per minute, and if you are hasted that number goes down so you will still proc the same amount of times per minute.
This is the reason I slow myself everytime I use my OT hammer. Procs within 3 swings 99% of the time.
A1551
12-10-2012, 12:51 PM
To further clarify using your example:
Example A (haste)
10000 swings in 10 minutes
Example B (no haste)
5000 swings in 10 minutes
You would expect to see the exact same number of procs in example A and B.
Now, if instead you looked at yourself at A) 100 Dex vs. B) 255 Dex, you'd expect to see more procs with more dex, irregardless of whatever weapon or haste effect you have on.
With that said, as has been pointed out the push from more swings due to haste would help you interrupt casters as more swings = more push.
Finally, as a master of clerical PVPin back on live/rallos zek I can tell you that your proc on those sticks (smite) has an additional kick back effect which should also help generate push -- at least assuming it is accurately modeled here on p99! Low level clerical DD's were of great use interrupting other players spells before their channeling skills got high :D
-Propo Fol
rekreant
12-10-2012, 12:52 PM
I was in MM at 55 last night with restist magic up to 117 on my chanter and caster mobs were hitting me still about 1/3rd of the time. Thats counting level difference resistances....
phobus
12-10-2012, 12:59 PM
That is not the case. Procs are based on how many times a weapon will proc per minute, and if you are hasted that number goes down so you will still proc the same amount of times per minute.
This is the reason I slow myself everytime I use my OT hammer. Procs within 3 swings 99% of the time.
But wait, if procs don't depend on weapon speed, why would slowing yourself help? I cast a dex buff on myself if I'm in any kind of hurry, which I usually am. But I've never hasted or slowed myself because, given the common knowledge about procs being unrelated to attack speed, I don't believe it should matter.
garyogburn
12-10-2012, 01:02 PM
But wait, if procs don't depend on weapon speed, why would slowing yourself help? I cast a dex buff on myself if I'm in any kind of hurry, which I usually am. But I've never hasted or slowed myself because, given the common knowledge about procs being unrelated to attack speed, I don't believe it should matter.
Because its PPM (procs per minute), if you slow yourself you are swinging a ton less during a minute than normal, so you have a much greater chance at a proc per swing than you did before you were slowed.
This is why haste actually lowers you chance to proc on a given swing, because you are swinging more within that minute.
eqravenprince
12-10-2012, 01:05 PM
That is not the case. Procs are based on how many times a weapon will proc per minute, and if you are hasted that number goes down so you will still proc the same amount of times per minute.
This is the reason I slow myself everytime I use my OT hammer. Procs within 3 swings 99% of the time.
You just contradicted yourself. If procs are based on how many times a weapon will proc per minute irregardless of delay, then why would you slow yourself.
I'm sticking with there is a small chance per swing. There is no mythical timer that resets each time I proc. I've procced 6 times in a minute, and I've procced 0 times in a minute.
ramul
12-10-2012, 01:09 PM
You just contradicted yourself. If procs are based on how many times a weapon will proc per minute irregardless of delay, then why would you slow yourself.
I'm sticking with there is a small chance per swing. There is no mythical timer that resets each time I proc. I've procced 6 times in a minute, and I've procced 0 times in a minute.
He probably meant a better chance on the first hit if he slows himself.
SupaflyIRL
12-10-2012, 01:10 PM
You just contradicted yourself. If procs are based on how many times a weapon will proc per minute irregardless of delay, then why would you slow yourself.
I'm sticking with there is a small chance per swing. There is no mythical timer that resets each time I proc. I've procced 6 times in a minute, and I've procced 0 times in a minute.
You're being obtuse.
10 procs per minute
100 swings per minute
each swing has a 1/10 chance to proc
slow swing rate to 50 swings per minute
each swing has a 1/5 chance to proc
This means you will have the same average procs per minute, but a higher ratio of procs per swing. You will still proc the same amount of times with the OT hammer over a minute, but when you only need to race to the first proc slowing helps increase the chance it will proc on any GIVEN swing not how frequently it will proc.
e: this has been tested extensively and has long been accepted as fact, it's not uncharted territory
phobus
12-10-2012, 01:11 PM
As far as the original topic is concerned: I'm soloing in HS now as a 58 Shaman. I occasionally run into undead oblations (wizard mobs) that cast magic- and fire-based nukes. They were basically a show-stopper without resist gear (I'm sitting at 42MR and 45FR unbuffed). I dragged some resist gear out from my bank, bought a couple of other pieces, and now I've got about 145 in each with buffs. I still take full damage now and then, but the majority of the time the nukes are partially or fully resisted. Now I can dot the hell out of them, root, and run around a corner without dying.
As a Monk, though, you're very limited in the resist gear you can wear, and obviously you can't buff yourself for that extra 40 points. I'm not sure I'd even bother as a solo Monk.
But wait, if procs don't depend on weapon speed, why would slowing yourself help? I cast a dex buff on myself if I'm in any kind of hurry, which I usually am. But I've never hasted or slowed myself because, given the common knowledge about procs being unrelated to attack speed, I don't believe it should matter.
I'd guess that it's mostly about how it feels. We count swings a lot mroe readily than seconds, so proc'ing after 30 seconds feels better if it's on your 3rd swing than if it's on your 17th swing, even if it is 30 seconds either way.
But it is worth noting that, since your first swing has zero delay while the proc chance is scaled to the delay time, there is a decrease in the average time until the first proc when your chance to proc per swing is higher. The slower your attack the more pronounced this benefit will be. For the usual combat procs this is no big deal, for the OT hammer where only the first proc matters it can actually be significant.
garyogburn
12-10-2012, 01:17 PM
You just contradicted yourself. If procs are based on how many times a weapon will proc per minute irregardless of delay, then why would you slow yourself.
I'm sticking with there is a small chance per swing. There is no mythical timer that resets each time I proc. I've procced 6 times in a minute, and I've procced 0 times in a minute.
You got me!
In seriousness though, what i'm saying I believe is correct based on my experience. Sometimes the game just hates you and your weapon wont proc for awhile (people with the OT hammer know this frustration).
But I slow myself because every swing I do make has a much greater chance to proc than if I did not slow myself due to the PPM set for each weapon. Of course, im slowed, so I swing once every 10 seconds or so, but it makes it so theres a better chance I get a proc right away.
I hope this makes sense.
eqravenprince
12-10-2012, 01:20 PM
Sorry for being argumentative, I will admit I am wrong. Thanks for the input guys, I really do appreciate it!
Lorraine
12-10-2012, 01:26 PM
As far as the original topic is concerned: I'm soloing in HS now as a 58 Shaman. I occasionally run into undead oblations (wizard mobs) that cast magic- and fire-based nukes. They were basically a show-stopper without resist gear (I'm sitting at 42MR and 45FR unbuffed). I dragged some resist gear out from my bank, bought a couple of other pieces, and now I've got about 145 in each with buffs. I still take full damage now and then, but the majority of the time the nukes are partially or fully resisted. Now I can dot the hell out of them, root, and run around a corner without dying.
As a Monk, though, you're very limited in the resist gear you can wear, and obviously you can't buff yourself for that extra 40 points. I'm not sure I'd even bother as a solo Monk.
If it makes you feel any better, I was helping someone inside Befallen, and with ~100ish MR / CR at lvl 60, mobs still managed to land one out of three cold based nukes on me :p
But yea, as a root/rot method of soloing, LoSing is the only thing I'd probably do as well.
phobus
12-10-2012, 01:50 PM
You got me!
In seriousness though, what i'm saying I believe is correct based on my experience. Sometimes the game just hates you and your weapon wont proc for awhile (people with the OT hammer know this frustration).
But I slow myself because every swing I do make has a much greater chance to proc than if I did not slow myself due to the PPM set for each weapon. Of course, im slowed, so I swing once every 10 seconds or so, but it makes it so theres a better chance I get a proc right away.
I hope this makes sense.
Yeah, I can see how it'd increase the chance to get a proc on the first swing - but I think that's the only difference. Interesting how so much of this is what we believe in our heads to be true, and not what is really happening in front of us. But we've all been in the position of wailing on Sergeant Slate for minutes on end without a proc, right? :)
Splorf22
12-10-2012, 02:29 PM
Slowing yourself before using the OT hammer works because even though the PPM is the same, you get your procs earlier in the minute.
phobus
12-10-2012, 03:27 PM
Okay, you're right. The difference comes down to the fact that, in the OP's case, he wants more procs over time. For the OT hammer, you're looking for a greater chance of a proc per swing.
eqravenprince
12-10-2012, 03:34 PM
We all know that sometimes we do not proc during a minute. So would it be safe to assume, it's up to a certain number of procs per minute? So if a weapon has a 2 proc per minute attribute, if you proc on the first 2 swings, does that mean it will not proc for the remainder of the minute? With that being said, assuming it's the up to limit like I am suggesting, wouldn't haste make it more likely to always get the max procs per minute, 2 in this example?
phobus
12-10-2012, 03:50 PM
Assuming each swing is an independent event (and I see no evidence it's not), your chance to proc on any given swing is the same. Random numbers can and often are streaky, so you shouldn't be surprised to see fights where you proc a lot and then no procs at all for a minute or two.
SupaflyIRL
12-10-2012, 04:00 PM
We all know that sometimes we do not proc during a minute. So would it be safe to assume, it's up to a certain number of procs per minute? So if a weapon has a 2 proc per minute attribute, if you proc on the first 2 swings, does that mean it will not proc for the remainder of the minute? With that being said, assuming it's the up to limit like I am suggesting, wouldn't haste make it more likely to always get the max procs per minute, 2 in this example?
No, it's still calculated on each swing which is what is confusing people. There is a % chance on any swing to proc, it's just calculated using a "procs per minute variable" rather than just simplifying it as procs per swing.
(procs per min)/(swings per min) = procs per swing
the same as
(procs per swing)*(swings per min) = procs per min
attaching a direct % chance to proc on each hit but both react differently to changes in swing speed (inverse for ppm, direct for pps). Just because the variable is being called "procs per min" doesn't mean there's an arbitrary cap on the number of procs you can get in a row or in a period of time.
Lagaidh
12-10-2012, 04:38 PM
Just be a soloing/duoing paladin =) Or keep your toon and make friends with a soloing/duoing paladin.
Droog007
12-10-2012, 05:56 PM
Back on topic - try doing your flying kick (or whatever) behind the mob. Mobs usually start healing themselves at 40%, so have one ready to go then. Soon as the blue stars start gushing, strafe behind and let it rip. I've never played a monk to any respectable level, but I found that backstab is fairly effective at interrupting casts - the same may hold true for monk special attacks.
As for the Lord room - I've been in there with a decent group when a high-con tal shaman spawned and handed us all our asses - before he had a chance to buff or summon a pet. Shaman mobs can be real bastards with slow/nuke/heal.
Philipangoo
12-11-2012, 04:55 PM
my friends tell me when i go LD i become a killing machine as a Shaman. Can solo even con mobs at 40 lol.
SirAlvarex
12-11-2012, 05:06 PM
my friends tell me when i go LD i become a killing machine as a Shaman. Can solo even con mobs at 40 lol.
NPC'd players are bosses when they go LD.
My favorite moment came as a level 20 monk in Kurns tower. I was at half health and just running through some mobs. Usually it'd take a quarter health to kill a single blue mob, so I wasn't too worried (no regen items).
Then I went LD as I saw an add coming.
When I logged back in, I came back to a picture of my Monk at 5% health, and 6 skeleton corpses surrounding him.
I have similar stories about my Mage soloing in his 30's in Highkeep. Makes me wonder why I even play my characters lol.
Sadre Spinegnawer
12-11-2012, 05:14 PM
Why would you think you "should" be able to solo? Your title should read "dealing with caster mobs when I am trying to solo." Then we could solve this little problem with two words. Stop soloing.
Nordenwatch
12-11-2012, 05:17 PM
As far as the original topic is concerned: I'm soloing in HS now as a 58 Shaman. I occasionally run into undead oblations (wizard mobs) that cast magic- and fire-based nukes. They were basically a show-stopper without resist gear (I'm sitting at 42MR and 45FR unbuffed). I dragged some resist gear out from my bank, bought a couple of other pieces, and now I've got about 145 in each with buffs. I still take full damage now and then, but the majority of the time the nukes are partially or fully resisted. Now I can dot the hell out of them, root, and run around a corner without dying.
As a Monk, though, you're very limited in the resist gear you can wear, and obviously you can't buff yourself for that extra 40 points. I'm not sure I'd even bother as a solo Monk.
I solo in HS on my monk in the basement occasionally when there's nothing else to do, and oblations are my favourite targets. Most of the time the oblation will only cast ONE spell, from the initial pull, and then not be able to cast any of the other ones due to the insane monk melee push with epic fist / AC or SoS. The initial cast I can't do much about unless an AC proc goes off due to the wizard DS.
eqravenprince
12-11-2012, 07:10 PM
Why would you think you "should" be able to solo? Your title should read "dealing with caster mobs when I am trying to solo." Then we could solve this little problem with two words. Stop soloing.
Thanks for your advice, you can have it back. This attitude is a good reason why I sometimes do not enjoy grouping. I run into someone as pleasant as you. And no, my title is just fine, I also deal with casters while grouping and the advice given by the other nice people still applies.
Soloing allows me the freedom to go at my own pace, go where I want to go, do what I want to do, enjoy a challenge of doing it completely on my own, and log out whenever. Besides, even if I didn't have those reasons, everyone is different and everyone finds different things enjoyable.
August
12-11-2012, 08:16 PM
Thanks for your advice, you can have it back. This attitude is a good reason why I sometimes do not enjoy grouping. I run into someone as pleasant as you. And no, my title is just fine, I also deal with casters while grouping and the advice given by the other nice people still applies.
Soloing allows me the freedom to go at my own pace, go where I want to go, do what I want to do, enjoy a challenge of doing it completely on my own, and log out whenever. Besides, even if I didn't have those reasons, everyone is different and everyone finds different things enjoyable.
Ignore Sadre. He is a known troll from Fippy.
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