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-   -   Game Mechanics: Trakanon aggro radius (/forums/showthread.php?t=86010)

Nizzarr 10-11-2012 02:04 PM

Trakanon aggro radius
 
It is extremely wrong on both servers, it should be about the same as kunark outdoor dragons.

I remember waiting hours to pull the protector because you had to wait for trakanon to be at one exact spot deep inside his lair and protector had to be right in front near jumpalot.

You couldnt pull jumpy or get close to him when he would be in the "middle" of his lair.

Nizzarr 10-11-2012 02:27 PM

He is also a necromancer, should not enrage and should run(due to not enraging)

BigSlip 10-11-2012 08:53 PM

so wheres your proof?

Nizzarr 10-11-2012 10:19 PM

He should also Trakanon touch trough divine aura

http://www.angelfire.com/freak/eqjon...s/trakanon.htm

Quote:

Pulling can sometimes be done by sending a necro with harmshield, bard with level 60 invul song, cleric or paladin in, they will get trak touched to the shrooms. Trak will run by dont mind him. Run into his lair and clear it as quick as you can
On the aggro range:
Quote:

Just wait until he reaches the back and pull the juggers and the protector.
http://www.monkly-business.net/forum...ead.php?t=8798

Quote:

Rule number 1 about Trakanons lair, and something you must never forget. Never ever attack anything, it'll aggro Trakanon. For the Protector to chase you, you literally have to stand under its nose.
Quote:

Moriza, Trak aggros on sight, there is no aggro range on him, if he sees you he aggros. Is it possible that someone in your raid group wasn't hidden?
^^ a little overboard but gets the point across

http://www.monkly-business.net/forum...light=trakanon

whole thread discuss pulling strategies

As far as the necromancer thing, watch all those trakanon killing on youtube and youll see him running and casting a lot of necro spells and never enraging.

I remember a fight on live where he spent a whole 45 second casting stupid necro dots and died without even aoeing once.

about Trakanon running:

Quote:

If trakanon has a few juggs in there "helping" him, he won't try and run.

just assign one group to deal with the adds -mez or slow, and have everyone else kill trak then switch to the assist once he's dead. if all the other golems are pulled aside from the protector, all you need is 1 tank on him and get him slowed.

again, with him there, you won't have to worry about trak running away.
What would happen is sometimes he'd run pretty fast at 15%, would get next to the bridge and gate back to his lair, going back to 25%.



He also should corpse camp for 20+ minute on any aggro. ie: if you aggro trakanon and feign, he will stay there for 20+ minute.

Nizzarr 10-11-2012 10:24 PM

So pretty much, this encounter is about 200% too easy right now.

KefkaPalazzo 10-11-2012 10:31 PM

Quote:

Originally Posted by Nizzarr (Post 744573)
So pretty much, this encounter is about 200% too easy right now.


Nizzarr 10-11-2012 10:59 PM

Also mobs dont try to gate nearly enough as they should.

All kunark mobs AI should use gate whenever they can when under 10%.

Nizzarr 10-11-2012 11:05 PM

You know thats pretty sad that were almost 2 year into Kunark, and this went under the radar for so long.

bamzal 10-12-2012 10:25 AM

nihilum hoarded enough loot from this mob while it was trivial, and now want to make it impossible for the rest of the server. they resorting to old tactics

heartbrand 10-12-2012 10:46 AM

Quote:

Originally Posted by Nizzarr (Post 744606)
Also mobs dont try to gate nearly enough as they should.

All kunark mobs AI should use gate whenever they can when under 10%.

I've also noticed this


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